Troubleshooting
Correct actor-specific rigging and motion problems. For missing files, loading failures or platform issues, use the general troubleshooting guide. For an incorrectly identified skeleton, start with Bone Mapper.
Diagnose one change at a time
Use a short motion that reproduces the issue and change one control at a time. Compare the same frame before and after the adjustment. These corrections compensate for differences between a model and a motion; they do not repair missing bones.
| Symptom | Controls to try | What to inspect |
|---|---|---|
| Arms or legs twist at joints | Enable Twist Correction, then adjust Upper Arm Twist, Lower Arm Twist or Leg Twist | Whether the affected joint improves without changing the other limbs |
| Elbow bends in the wrong direction | Elbow Axis | The bend direction through several frames, not only a still pose |
| Hands have the wrong size | Hand Scale | Start at 1 and make a small adjustment |
| BVH thumb movement is exaggerated | BVH Thumb Motion | Thumb movement during the problematic clip |
| Neck or head turns too far | Limit Neck Rotation, Limit Head Rotation | Keep enough rotation for the motion and eye contact to remain natural |
| Body rotation needs to move the center | Apply Body Rotation To Center | Hip and torso rotation transferred to the center bone |
Physics reset and compatibility
Reset Transition blends from a standard pose to the animated pose during a physics reset, giving dynamic parts time to settle. Leg Pose During Reset changes the reset leg pose. Use this when an immediate reset leaves clothing or hair in an awkward state.
Skip Kinematic Updates skips unanimated kinematic bones. Treat it as a model-specific compatibility option: restore it if enabling it causes another part of the rig to stop following the pose. Ignore Diffuse Color affects material coloring rather than the skeleton.
Motion Settings controls imported motion scaling and IK. Feet Adjustment handles floor placement and sliding.