Step 01 BEFORE UNITY RIG PREP
Character In T-Pose
For an accurate re-target from MVNs Avatar, make sure to setup your character in T-Pose keeping arms and hands as straight as possible from the body.
Image 01 - Character in T-Pose ready to be Exported to FBX
No root bone at 0,0,0 only placed on the hips
The root motion from MVN will be applied to the bone highest in the characters joint hierarchy. The expectation is that this bone will be located precisely on the Hip bone.
Either Remove any bones the hips are parented too or ensure they are located on the hip bone.
Image 02 - Correct Root Bone Setup for smooth MVN live integration (Left)
Finger Bones Included
Currently our live plugin will look for a full five finger setup in the characters skeleton. If this is missing the stream will not run. So even if your character lacks fingers make sure to add some unweighted hand joints all the same.
Keep Rotation and Scale Channels Clean
When you are ready to export double check the root and hip joints do not have any rotations applied to them. If there are any then make sure they are zeroed out or otherwise the animation stream will inherit these rotations throwing off the animation entirely.
The same goes for any scaling applied to these joints. This all must be set to 1,1,1 before the live animation will work correctly.
Image 03 - Hip Bone with rotations clean and no scaling applied
Step 02 SETUP IN MECANIM
Set Characters Animation Type
On importing your character go to the inspector in Unity and open the rig tab. Select Humanoid from the menu and hit apply.
Image 04 -Select your character from project folder to access import settings
If your character is already rigged and is not in T-Pose it is wise to now adjust the characters arms appropriately before exporting to Unity.
Image 05 - Configuration within Mecanim
Check all bones are correctly assigned
Next open the mecanim setup and check all bones have been assigned correctly. This can be especially important with areas such as the hands which sometimes are not automatically setup correctly.
Step 03 SETUP IN SCENE
If scaling is needed use the GameObject which is highest in character hierarchy and not a bone
Any scaling the character requires should be done via either the import settings in the inspector or on the GameObject the characters skeleton will be contained within on the scene hierarchy.
Image 06 - GameObject (Highest in Characters Hierarchy) of Character Selected for Scaling to prevent the animation being affected
Rotate Character to face in x-axis
With the character placed in the scene make sure they are rotated to face the x-axis.
Image 07 - Apply rotation to the same GameObject used for Scaling
Step 04 START MOCAPPING!
Now you should be ready to get started streaming into Unity!
For setting up the MVN Live Plugin see: LINK
3DS Max Biped Character Setup for live streaming in Unity
In some cases, your character is rigged by using 3DS Max biped and exported into Unity for live streaming. The character setup in Unity works fine, but the character cannot perform normally: An obvious vertical drift is happened, especially when the position of character's pelvis is changed, like this:
You can follow the below steps to check and fix it:
1. Make sure "Bip001" of your biped character is at the top of the hierarchy in 3DS Max. Don't put "Bip001" under any object:
2. It doesn't matter "Bip001" and "Bip001 pelvis" are zero out in rotation or not.
3. Export FBX and import FBX to Unity as usual.
4. In the Inspector window, under Rig settings, set the character as humanoid. Then click Configure.
5. Assign "Bip001" as hip bone. This prevents Unity to use Bip001 as the top reference or root.
6. At the bottom of the node setup in the Inspector window, click Apply. Then click Done to return to the Scene.
7. Set up live streaming as usual.