Hi! I’ve been creating avatars from the scratch for a bit, and recently I paid attention to an avatar shifting posture in play mode, with IK goals going all over the place. Otherwise it retains proper T-pose, both in blender and unity.
This avatar has rotation constraints in the legs but it also happens on another avatar that has none.
I’ve looked everywhere and couldn’t find any solution to the issue, thank you in advance!
Edit: I did made sure all bone rolls of armature bones are set to zero, and applied to FBX in unityproject. Also made sure all bones in unity have symmetrical world transforms, and disabled constraints for sake of troubleshooting.
I had this same problem and I believe I just fixed it. It seems to be an issue with the Proxy_Stand_Still idle animation in Unity. I had to duplicate the locomotion controller and put it into my assets folder. Then I duplicated the first Proxy_Stand_Idle animation and put that into my assets. I went into the duplicated animation and went down the list of settings and mirrored all of the values between the left and right sides. From there I went into the controller and put the “fixed” animation into the idle animation slot. After that, I placed the new controller into the top playable layers option on the avatar. That seems to have sorted the issue out. No idea why their idle animations all have this slight leg twist and step back look now