Animations are not applied correctly to the character

Hello. I am trying to figure out how to work with the character animations in Omniverse. I am using a standard character from the library and a standard animation from the library, but for some reason the animation is not applied correctly. It seems that the animation is not for this skeleton, although it is all from the standard Omniverse resource library.
Could you please help me, what do I need to do to make it work correctly?
Screenshots are added:

Ubuntu 24.04, Isaac Sim 6.0.0 Early Developer Release 2.

Hi, if the animation appears to be incorrectly applied, this typically happens due to skeleton binding mismatches - the animation’s joint structure doesn’t align with your character’s skeleton.

Here’re a few things that you can check:

  1. Verify Joint Mapping*
    The animation’s joints need to match your character’s skeleton joints. Check:
  • Open the SkelAnimation prim in your stage
  • Compare its joints attribute order with your Skeleton’s joints attribute
  • They don’t need to be identical, but the joint names should correspond
  1. Check the Binding
    Ensure your character mesh has proper skeletal binding:
from pxr import UsdSkel

# Apply the binding API if not already applied
binding_api = UsdSkel.BindingAPI.Apply(mesh_prim)

# Set the skeleton binding
binding_api.CreateSkeletonRel().SetTargets([skeleton_path])
  1. Verify Animation Source Binding
    Make sure the animation is properly bound to the skeleton:
# The skel:animationSource relationship should point to your SkelAnimation
binding_api.CreateAnimationSourceRel().SetTargets([animation_path])
  1. Check for Rest Pose Issues
    Sometimes the issue is with the bind pose. Verify:
  • Your skeleton’s bindTransforms attribute is set correctly
  • The mesh’s primvars:skel:geomBindTransform is appropriate

Hope this helps!

Hi, we wanted to follow up on this thread. We shared several steps to address skeleton binding mismatches — including verifying joint mapping, checking skeletal binding, and reviewing bind transforms. Since we haven’t heard back, we’ll go ahead and close this topic. If you’re still experiencing the issue, please open a new topic and reference this one: Animations are not applied correctly to the character — we’re happy to keep helping. Thank you!