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How can I make custom humanoid animations for Mecanim? (Without a MoCap Tool)
Maybe the answer to this question is really obvious (it seems like it should be), but I can't figure it out. I've tried everything to make new animations for my models inside of Unity and I can't for the life of me figure this out! I know there's tons of animation packs on the asset store that I can use, but there's just a few things I need to do in my game that require a custom animation... in fact, I only need to move the arms a little bit. This animation won't even apply to the rest of the humanoid figure because I'll be using avatar masks. I just need to animate the arms by myself, without any expensive motion capture tools... I don't think I'm asking too much haha, which makes me think I'm missing something obvious. Can anybody help me solve my problem? Thank you so much for any replies.
Answer by FisherM · Feb 25, 2015 at 05:34 AM
Hey! the simple answer is ... (brace yourself)
You need to model, rig and animate a compatible biped rig that will work with unity. Sounds horrifying right D: right!
Presuming you need to use blender for its free (and actually rather good rig/animation) software, I will also point that there are NO free rigs out there ready for use. I spent quite some time trying to find one I could use and recently gave up. I am actually in the process of fine tuning my own rig but it is essentially complete and I am not getting my working animations into mechanim daily.
If you find a free solution I'd be interested to hear about it and I may well be happy to offer you my rig. Email jas.f.ukcmti at gmail dot com
otherwise I'd suggest using CGCookie to learn the basics of rigging and I found this: https://www.youtube.com/watch?v=tApdSx_4b0Q to be a very useful rigging tut
Thanks for the reply! I've actually tried doing what you said before, obviously I was horrible at it. I mean... modelling and rigging your own characters sucks, and I could never get the weights right and just... ugh. Anyway, after giving up on that idea I switched over to $$anonymous$$ixamo Fuse (it's a hundred bucks on the asset store, 45 during the sale for the next couple days). It's definitely been worth my money, but I'm having trouble making animations for a humanoid bone structure that can be applied to ALL humanoid rig characters in the game. Like in the Raw $$anonymous$$ocap Data asset you can get on the asset store, how you can apply those animations to ANY humanoid character? I'm trying to figure out how to make that kind of animation file. Just the raw fbx animation file... but your answer did give me an idea! I'm gonna go try to reverse engineer the fbx file in Blender and see what I can find out, so thanks! I'll let you know what I figure out, just in case.
Anyway, I am totally tangenting. If you're looking for a free modelling and rigging and whatnot alternative, I've used $$anonymous$$akehuman a lot in the past. It, as the name implies, only works if you're making humanoid characters, but then you can take those humanoid characters and edit them however you want in Blender, if you're pretty confident in your Blending abilities. And even if you edit it, the rig will still work for the character perfectly. To make a unity-compatible rig (that you can still edit the model in Blender) you just have to click "simple rig" in the export settings of $$anonymous$$akehuman. Don't know if that's what you're looking for, but give it a try! And maybe you could just use the rig too, I'm not too sure what's involved in that.
Blender actually cannot open rigs from Fbx's. $$anonymous$$ixamo fuse may be able to convert to humanoid animations but I am skeptical of mixamo myself as it takes a lot of the control and design away from you.
Amen to that, $$anonymous$$ixamo is kind of Big Brother. But their product suits my needs, so I guess I'm just being held down by the man. #thatwasajoke #theuseofhashtagsisalsoajoke
Anyway, yeah I just discovered that Blender vs FBX problem when I set to work on it, so I am exporting one of my characters as a Collada file and experimenting with the dope sheet (I'm not very Blender-experienced) to get an animation going. Then I'll export it as an fbx with the animation included and see if I can use the animation separately in an animator controller. That's how the $$anonymous$$otion Capture files seem to work. $$anonymous$$ore on that in a bit!
Answer by FoundationGaming · Feb 25, 2015 at 05:34 AM
If you're a student you can get Autodesk 3DS Max for free (for 3 years) and do all your animations in there.
That is what I use and it's a great program once you are used to it :)
Haha but you can't use the student license commercially, which is my hope eventually.
Answer by SuhailAlhegry · Jun 20, 2017 at 12:44 PM
You can rig your model using rigify; it's a free rig built within blender! then you can setup your humanoid Mecanim in unity and apply some free fbx animations like these :
https://forum.unity3d.com/threads/huge-free-fbx-mocap-library-released.261401/
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