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How do you import self-made animations for Mecanim characters?
Is there a trick to it? I made a running animation in blender, exported fbx, imported as new asset in unity, but when viewing the animation in the preview window the model doesn't move. I used the same bones as I used to make my model which I have used with the mocap animations. I can assign the animation in the animation controller, the animation has the correct length but there is no motion. also when editing the animation in unity all four lights for looping are missing so I dunno... help!?!
ok I resolved that problem. when exporting fbx from blender there was a choice (binery/ascii) binery was the default but it was without animation. but my character now looks like a blubbing goldfish it collapses in on it self. it seems this was an issue in 2010 (http://forum.unity3d.com/threads/problems-importing-rigged-character-into-unity.48035/) has this been resolved? i tried using the .blend file but then it looked like a spagetti-monster/specter-ghost .. not quite the look I was going for
$$anonymous$$y main question remains, how am I suppose to do this? I can't find any tutorials for making animations without the character. i found one that tells you to use legacy when you import with charcter, but I'm pretty sure those animations can't be used with these characters.
Answer by meat5000 · Mar 15, 2015 at 10:58 PM
This is an issue of rig scaling. If the rig is bigger than the mesh it starts looking like a spindly giant. If your character turns in to a neat looking spacecraft or a tortoise the issue is that the bones have mysteriously un-set in the avatar. Enter the avatar creator and Force T-Pose, then save.
ah I didn't think of doing that with the fbx i was using as animation asset. I both didn't think it was possible and didn't think it would make a difference on the animation when i put it on another model. goodbye goldfish, spagetti monster and thank you ... meat