Draft - Troubleshooting - Avatar import/export

## Case 1

"I need some help with arms, right arm ir working good, but left is broken"

Was the .fbx originally exported from Blender or another program? Was the .fbx exported with the armature facing along Y axis and in rest pose and with no animation keyframes?

If the Rest pose and T0 pose are not exactly the same they Unity and Blender will not agree and this can occur: https://discord.com/channels/738881083256471703/738882482593857638/810981173530329089

One possible solution is to export the .fbx from Blender with it facing along Y axis, reset to rest pose and with no animation keyframes: https://discord.com/channels/738881083256471703/738882482593857638/810991708405366865

Try importing just the .fbx into Blender and check that the armature is set in rest pose: (edited)

Here are some examples of how the armature should look like in blender.

After test building the avatar you shared I noticed Unity was mapping the thumb bones incorrectly. So in APS the avatar did not have any thumbs! This caused the BVH exporter to skip the last finger and so did not ascend out of the hand branch making the shoulder a child of the hand as if it were another finger. But I have just updated the BVH exporter and added validation to check for missing fingers and properly handle the condition. Please let me know if updating to the latest APS v3.6.9 fixes the issue. And thanks for helping debug the app!!

"hi, thank you it does work now, but i have made another avatar witch has another issue. but i think it is similar to issue with arms"

That avatar appears to have not been exported in rest pose and appears to be the same as this issue: https://discord.com/channels/738881083256471703/738882482593857638/810981173530329089

Could you please try importing the original .fbx into Blender then resetting the armature into rest pose then export it as a new .fbx and build that as avatar. please let me know if this helps:

"yes, it worked, legs are little broke but everything is fine. So now i want to record motion in ue5. i imported builded avatar into the scene. Created animation blueprint, followed the tutorial. presed simulate and nothing happens. avatar doesnt move. Did i do something wrong here?"

## Case 2

"For some reason when i build my avatar in the aps sdk from fbx, the avatar becomes like 100x the original size. anyone know how to fix this? all the rigging works properly, the t pose looks correct etc. Set the scale to 0.01 didn't fix it"

Does it look correct in APS? Or is it becoming resized in blender after export?

"This is the build thumbnail"

"Looks fine in unity before building and then the avatar that comes out is a giant in APS it's a giant as well"

Was the original fbx exported by Blender or another program?

"It was exported from unreal, imported into unity, but it all works there, it's when it gets built, the output avatar is a giant"

Could you check or share the humanoid setup in Unity to ensure there are no errors?

"This:"

Not sure if this will help but could you try enabling the Apply Mechanim Tpose before building the avatar?

If that does not help would it be possible to share that avatar so i could try debugging?

"I'll try that now"

Possibly the 'rest pose' set in that .fbx from Unreal is not the same as the T0 pose. It might be possible to import the .fbx into blender and reset the loc, rot, and scale of the armature then re-export it from Blender as a .fbx.

"Hmmm it's weird, so i tried it once with the experimental checkbox ticked and it wasn't giant, but the mesh was offset from the avatar, like this:"

"and then so i tried it again with the same settings, and now the model just disappears in the avatar with a blank thumbnail. Hmmm I just did it a 3rd time and now the character is offset upwards"

I managed to get it to work but I had to rotate the armature in Blender to face along -Y axis.

I'm going to try to make a quick tutorial, but here's some more info: https://discord.com/channels/738881083256471703/738882482593857638/847486425238339664

Just created a quick tutorial:

"Got it working, so the problem is the transformation was applying to the entire model, not just the skeleton. to fix it i needed to click the icon next to the pose to ensure that it was transforming just the skeleton."

"so the avatar works fully in unity, moving around and stuff when pressing play, but it's still invisible in aps"

I saw the same transparent avatar and realized that back in v2.4.3 I removed 'shader refresh' in favor of 'shader stripping' and I believe this was causing your avatar to become invisible or due to some shader parameter not getting initialized properly. I added shader refresh back in and your avatar then was opaque again. Hope this fixes the issue.

"hallelujah it works"

## Case 3

"The first frame of animation is always in the T-pose. is there a way I can get rid of that automatically?"

Under the export settings "On first frame" dropbox select between **Tracked Pose**, **Bind Pose** and **Force T-Pose**. For mor information go to VR Menu - Export Bar.