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Animation marked as legacy, still wont work
Im using the free Raw Mocap animations from the unity assets store. I'm trying to do a simple walk backward animation.I've marked it as legacy and the animation type is set to 1. but the animation won't play, it won't even preview. If i put the unity "3rd person model" in the animation preview, it just stands in T pose. it says preview is unavailable when i try to put the default avatar in the preview. I have a walk forward animation that came with the unity 3rd person character and that works just fine. I've compared the settings and they are exactly the same(as far as i can tell at least. I've triple checked). I have a simple code set up, but i don't think it is with the code im thinking i have some type of setting wrong or something.
using UnityEngine;
using System.Collections;
public class animationScripts : MonoBehaviour {
float targetWeight = .1F;
float fadeLength = 0.5F;
void Start()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown (KeyCode.S))
{
animation.Play("WalkBackward_NtrlFaceFwd");
}
if (Input.GetKeyDown(KeyCode.W))
{
animation.Play("walk");
}
if (Input.GetKeyUp(KeyCode.W))
{
animation.Blend("walk", targetWeight,fadeLength);
animation.Stop("walk");
animation.Blend ("idle", targetWeight, fadeLength);
animation.Play("idle");
}
}
}
Answer by meat5000 · May 28, 2014 at 10:51 PM
Legacy anims don't work in Mecanim (I presume) and Legacy Models don't support an Avatar.
Choose Mecanim or Legacy and try not to mix the two.
Mecanim uses Animator, Legacy uses Animation.
Try them in Generic or Humanoid, see if it works.
Anims will not work with all models. They may have a different structure or even differently names bones. Make sure the model and anims are compatible. I think they are not as preview doesn't work.
Also, if that is Legacy code you are writing, you need to initialise your animation in Start(), setting layer, weight and play mode.
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