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Edit the Ethan character animation in Unity 5.0
I have replaced the Ethan Character with a new taller model. When i apply the Ethan animations to the new character, the feet slide during the idle.
The source FBX animation is good, the feet do not slide. However once on Ethan, the feet slide around during the idle. I have made sure the IK is turned on in the state the clip and the bake to pose is turned on. The feet still slide.
How can I fix this?
I think this is a side effect of mismatched scale. I could be wrong but I experienced a similar issue when retargetting. Did you retarget via avatar or did you drag the animations in to the controller of the other object?
i get it as well, and if you guys know how to stop the character sliding down even very small hills please tell me :)
Apply friction and drag.
There is a missing answer on this page.
thanks meat5000 it was $$anonymous$$e i posted wrong lol doh
Hello, $$anonymous$$eat5000. To answer your question: 1. I brought the Ethan Rig into $$anonymous$$aya, 2. Stretched the bones, 3. $$anonymous$$e transforms so all the bones were clean, 4. Skinned a new mesh to it, 5. Exported it out as FBX 6. In Unity, set up the new model as Humanoid, making sure all bones were green in the avatar. 7. Dragged the new model as a child of the ThirdPersonController, making sure the feet position matched Ethans feet on the ground, then deleted the Ethan assets. 8. Then, made sure the new character's avatar was plugged into the ThirdPersonController Animator. 9. I left the ThirdPersonController plugged into the Animator so it would use the same animations and States as Ethan.
There is also another little problem, the new mesh's feet do not touch the ground when I press play. I made sure the feet were at the same level as the capsule, before play was pressed. After pressing play the mesh pops up a few inches into the capsule.
Answer by seanrod · Mar 06, 2015 at 08:42 PM
The feet are slipping around the floor do to the interpretation of the Ethan Idle source file. When I put a my own idle test animation into the ThirdPersonAnimationController state machine, the feet do not slip around the floor.
Hope this helps someone,
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