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my default mecanim animation doesnt match my current state
i have my character with my own avatar, the original one that comes with the standar 3person.
i downloaded the tutorials animations FBX, and i drag and drop Idle from the tutorials FBX. i want to use that animation instead the default one.
i am trying to use that Idle state in other "if then" statements but my Idle animation doesnt match my current state even do that i am not doint anything at all. the Idle animation is playing in a loop, i was expecting the State to be the same right?
https://dl.dropboxusercontent.com/u/14346803/unity_Idle.jpg
this is my code
public class test : MonoBehaviour { protected Animator animator;
// Use this for initialization
void Start ()
{
animator = GetComponent<Animator> ();
}
// Update is called once per frame
void Update ()
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
print( Animator.StringToHash("Idle") + " " + stateInfo.nameHash);
thanks guys =).
Answer by Mmmpies · Jul 02, 2014 at 11:20 AM
OK first is the animation from the FBX in Humanoid format, you need to convert to Humanoid for Mecanim, lots of examples on Youtube for mecanim and converting to Humanoid so let's say that's not the issue.
Your screen grab doesn't show the inspector. If you click on the idle state in Mecanim the inspector will have the idle animation in the Motion field.
If you click on that it'll show which animation is being used and clicking on the selection circle to the right of the Motion field will bring up all available animations.
If the idle from the FBX isn't there then it's probably not been converted to Humanoid. So back to youtube (other video sites are available) :)
thanks, i check and the animation is converted to humanoid, https://dl.dropboxusercontent.com/u/14346803/unity_Idle2.jpg what else can i check?
Answer by pelos · Jul 02, 2014 at 06:48 PM
got it, in the StringToHash("Base Layer.Idle") i need to tell the layer in this case been default should be "Base Layer.Idle" in the tutorial they only put the layer in some of the script.
thanks!
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