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Question by VegaVG · Aug 07, 2013 at 05:54 PM · animationpositioncharactermecanim

Misplaced Character with Mecanim

So, I'm trying to make my first gane with animated characters and I've run into some issuses. I am trying to control my carácter with a character controller and then play the animations separately. I've got the animations playing at the correct times, but the character is below the ground when I press play. Thanks in advance. ![alt text][1]

![alt text][2] [1]: /storage/temp/14020-scene+view.png [2]: /storage/temp/14019-play.png

play.png (272.4 kB)
scene view.png (271.0 kB)
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Answer by Xtro · Aug 07, 2013 at 06:35 PM

Check the root transform position (Y) in the animation import settings.

http://docs.unity3d.com/Documentation/Components/class-AnimationClip.html

you must select "original" for it. if it doesn't help, select "feet"

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avatar image Xtro · Aug 08, 2013 at 07:12 PM 0
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Did it help ?

avatar image VegaVG · Aug 09, 2013 at 01:16 AM 0
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I tried using original, but it didn't work, so then I tried configuring the avatar so I could select feet, and it was at the proper position, but it didn't play any animation, probably because my character doesn't have all the bones to complete the avatar, any suggestions?

avatar image Xtro · Aug 09, 2013 at 02:22 PM 0
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Are you importing the model as a Humanoid in the Rig tab of import settings ?

avatar image VegaVG · Aug 09, 2013 at 03:12 PM 0
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Yes, but when I selected the feet option for the root transform position, the animations no longer played.

avatar image Xtro · Aug 09, 2013 at 03:23 PM 0
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Does it play again, if you take it back to "Original" ?

Btw, as far as I know, mecanim is not compatible with character controller. Because mecanim itself tries to drive the character ins$$anonymous$$d of character controller component. In general, we use rigidbody+collider for mecanim characters. I give this as a side not. $$anonymous$$ay not be related to your problem.

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