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Is it possible to configure this avatar correctly with Maximo animations?
I imported this model from the Asset Store. I clicked on rig -> humanoid -> create from this model ->configure. Then I went to Mixamo site clicked FBX for unity -> import -> 'anim' rig -> humanoid -> create from this model. If I would drag the avatar I already created with my character I would get a miss-match error with the hips. I don't know if I can solve this due to the fact that my model has only 1 bone in his chest area. Is there a way how u can add bones maybe? Anyways this problem didn't allow me to get the exact anim from Mixamo. Is there a solution?
I have the exact same issue. And I don't know if it happens to you too but when you have two animations lets say stand to sitting and standing idle, it changes the transform in a weird way that the object seems to fly for a period of time. However did you try going to configuration under the rig panel and then selecting Enforced-T-Pose this may solve something maybe.... Please do tell if you know anything about my issue please. https://answers.unity.com/questions/1619321/animation-always-changing-object-position.html
Answer by shgdi · Apr 08, 2019 at 02:04 PM
Simple answer is no. Reason being that you cannot just put a pre-skeletoned model into maximo and then import into unity. What is actually happening is that the pre-skeletoned model actually contains two sets of skeletons. Possible Solution:
Remove the skeleton from the model in 3D's Max or Blender, export the model as an obj. Then import into mixamo doing the same thing you did earlier and import into unity the same way. This should get rid of the issue.
Thankyou, Do u maybe have a tutorial link om how to do that or is it easy and How can I configure the new Skeletor after deleting it? Thank in advance. @shgdi
No problem, sure thing here is a tutorial that will help you in Autodesk $$anonymous$$aya 2018 version to remove the models joints, also this tutorial is for Blender so you have a variety to pick from. After that its just a matter of exporting your model and then importing it into $$anonymous$$Ixamo
Answer by Phaeron · Apr 09, 2019 at 12:38 PM
to completeShdi answer, you can export your model in .fbx 2013 version :) (FBX keep different parts if there is more than one)