Mixamo Average position errors after converting to humanoid
I posted this on Mixamo's forum but thought I might have more luck here. I'm sing a character with a humanoid skeleton. I downloaded a Mixamo animation, skeleton only with no mesh, imported it into Unity with no warnings or errors but after converting it to a humanoid type I get a bunch of average position and orientation errors. The mesh is all twisted and deformed. My original post on Mixamo's forum with screenshots is below. Anyone know what's going on?
Answer by christougher · Oct 20, 2015 at 09:46 PM
Thanks for posting this @Hedonsoft, it's a lifesaver! I was being driven mad from wonky footsteps! So for others who experience this same problem it is pretty simple to fix so long as you do several things right. When downloading from Mixamo make sure you include a character in T-Pose (my mistake that will cost me some time now was downloading without the actual character included). Once you import you only have to convert the main character to humanoid. Then in the same rig screen simply click "update reference clips" and voila the animations are all humanoid and working as they should.
Ahh! That reference clip tip is great that'll save a lot of time!
Give this man a cookie. This should be scotch taped to the $$anonymous$$ixamo website.
This is STILL an issue in 2018 with $$anonymous$$ixamo and trying to convert animations to humanoid. Searched all over and found this, which I am so happy to report still works! All you have to do is make sure to download with the character skin, and then just change the skin to humanoid, which will by default update the animation as well.
Answer by DerDicke · Oct 16, 2017 at 02:51 PM
For current situation (must download all animations from Mixamo separately):
In Unity 5.5:
for each animation:
click animation, find Rig, set to humanoid
set "Avatar definition" to "copy from other avatar"
set "Source" to the downloaded avatar.
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