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Remapping old model to Humanoid Avatar
Hello.
I'm trying to map an old character model (saved out to FBX from Unwrap3D) so I can get access to some of the animations that were created for it. The model itself loads into unity just fine, and I can play all the animations. But I need to create a Humanoid Avatar so I can use the animations with other characters.
The auto Configure fails on import and I have to go into the configure screen and manually rebuild the bone hierarchy (it starts flat and I have to re-assign childeren to parents) and assign the different bones to the avatar. When I'm finished, I get no warnings and a 100% 'Green' avatar mapping view. So it seems like everything worked.
But...
For somereason, the bones of the spin, neck, head, and arms do not render, although I can still select them from the hierarchy list and move them.
However when I click apply, then done and go back to the scene, the model says that it's still not configured. When I go back into the configure mode all of my work is gone. The hierarchy is now flat (nothing is a child of anything else), and the avatar map is all red.
I've even tried saving the mapping and reloading it, and that doesn't do anything.
Has anyone experienced this sort of thing before? Anyone had any luck in manually mapping old characters to new rigs? Am I missing a step?
Unfortunately this was origionally an X format file which I had to convert to fbx via Unwrap3D because the software used to create and animate the origional model (TrueSpace) no longer exists. So there's no way for me to go back and reexport it or something. This mesh file is all I have to work wtih.
thanks David
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