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animation problem in mecanim
Animation problem in mecanim....
it is human character..... i did create a avatar.
fbx file is working fine (checked it Maya)baked the animation.
removed the constrains,unneeded bones and other objects, so now the scene has only the Armature (bones) and the mesh. there is only one active action in the Action/NLA editor (blender). changed the pivot point to the center of the feet-bottom(blender).
i even tried changing the forward axis (from z to -z)nothing seems to work.
i applied scale values for mesh {so the scale of object is 1,1,1 Rotation is 90,0,0 and Location 0, 0.27, -0.042 and armature (bones) is location 0, 0, 5.2 Rotation is 0,0,0 and scale is 1,1,1} - IN BLENDER.
all i end up with deformed mesh without animation. ANY HELP WOULD BE GREAT...
Did you Apply the new location, rotation and scale to the model?
(In Object $$anonymous$$ode) 1. Select the $$anonymous$$odel 2. Click Object > Apply > Loaction 3. Click Object > Apply > Rotation 4. Click Object > Apply > Scale
yes i did except rotations because i read somewhere that because of the axis difference between blender and unity, the object should have 90 rotation on x-axis.
these are kinda obvious, but easy to forget -- 1. did you assign a controller 2. does the controller have any states set up?
if your saying about mecanim unity.... i did make a animator controller with default state (i mean i used only one animation like walk cycle)
Answer by Hyperion · Jun 13, 2013 at 01:04 AM
HAHAHAHA hahaha. You are just like me in the past! It took me SOOO LOONG to figure it out.
Anyway, I'll just tell u the steps, and if they're vague, PLEASE ask me to be more specific.
Rig, skin, animate object in Blender (and you may have multiple animations).
When exporting as FBX , you need -Z forward, Y up. Also, make sure to deselect everything except armature and mesh. Do NOT include 'default take'. That's about it........ All this is if your character had z as up, y as forward, and x as side in Blender.
You know something weird? I recently saved my cool rigged skinned robot in my Unity folder as a Blender file, and all the axis were already correctly placed!!! A picture:
Well, I hope this helped, and again, ask if you need to. -Hyperion
forward, Y up are default export setting of blender 2.66 version and i also tried without "default take." i dont think there is something wrong in my fbx animation file because i checked with Autodesk maya its working fine.
So you're having trouble isolating the animations within Unity?
THAN$$anonymous$$S FOR THE HELP...... i dnt know what was the mistake happened in my laptop..... i tried the same file in a different PC (from step 1 baking to animation to .fbx with default setting and importing into unity mecanim) it worked. only the difference was the unity version but i dnt think it made any difference.