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How to use animations from different character with generic rig?
So i bought some animations on unity asset store, but when i try adding them into my animator nothing happens. I originally had my owns run animation, then i changed it in animator to what i bought. In animator blend is working, but animation is not played when i run. I assume it is because the rig is different? Is there a solution to my problem without going humanoid rig and configuring my original skeleton manually so it would match the one that has all animations i bought? Thus staying generic as it is right now. Thanks in advance!
Answer by calpolican · Jan 17, 2018 at 11:11 AM
I believe retargetting only works in "humanoid", so for your rig to be recognized by mechanim you should put both in humanoid (I'm supousing it's a humanoid model, otherwise, I'm not sure retargetting in unity is possible). Another thing to check: You should be using the avatar mask from the source rig in both. To know if the rig was recognized or not, you can enter the avatar mask edit mode and see if it matches your model, you can also move the different limbs there to see if something broke. Hope that helps.
Thank you. So it is only possible for humanoid, that's what i wanted to know. Already found a rework, by importing those animations to my biped rig via max. Thanks for information anyway :)
Yeah, I have search again in the docs https://docs.unity3d.com/$$anonymous$$anual/Retargeting.html it says "Retargeting is only possible for humanoid models". Glad to know you've found a work around.
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