Hi everyone!
Well, i've been working for a while in a small project, and it's some kind of hack n slash, inspired by Bayonetta ( just for tell you the kind of game i want, with my limitations of course).
The problem is that I imported a .fbx model from mixamo.com, that have his own animations and all...
This was great at the beggining but i found that i cant attach colliders that didnt break the normal movement of the character.
I dont know if i should use primitive colliders for all the parts of the body, or a mesh collider.. or if its a way to add colliders from import ( I saw something over there, but when I click on that option, nothing happens).
And thats all, if anyone can help me, would be great.
PS : I use a CharacterController for the movement of the character. Thank youu
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Fbx character model with animation, hot to attach colliders?
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Change Transform through script ... while animation playing? Animator Controller with Mixamo Characters
Hello everyone,
I am trying to affect the transform.rotation of my character's RIGHT HAND (to aim a pistol) but the animator controller doesn't let me do so, even if there is an AVATAR MASK on the layer that excludes the right arm. I suspect the problem is the animator controller because if I disable it, the hand does rotate as I want it to.
The animator has apply root motion UNCHECKED, also, I tried calling the code in Late Update (as some answers have suggested), but with no result.
I even tried setting the entire rightarm.SetActive(false), but the right arm is still there at run time, presumably because of the way that the mixamo body parts are parented. In any case, nothing seems to affect the body parts of my character while an animation controller is active and an animation is playing. Help please, I would like change my character's transform while an animation is playing simultaneously.
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Adding animations in blender to mixamo rig and using it then in unity
Im making a fully animated character. I made a model in blender, rigged and animated it in mixamo. Downloaded it as usual to unity and everything worked.
But!
I also need to create some custom animations by hand in blender and use them togerther with the ones from mixamo. Sounds simple, right? Nope.
I downloaded the rigged character in the recommended format (.dae), imported to blender and created a simple test animation. Then i imported it into unity as usual (tried both .blend and .fbx). Technically i should be able to use the animations i got from mixamo on the character i imported from blender with the handmade animations because its the same rig, right? Nope. There is a little problem, the rig structure from mixamo looks like this:
![alt text][1]
The structure from blender looks like this:
![alt text][2]
[1]: /storage/temp/87519-d0882acfd3ff5d426b4679a76cd3fa63.png
[2]: /storage/temp/87520-e4eec9db43339bcdeed27d338ebce6cb.png
And because of that hierarchy difference (armature object) i get an error when i try to use the avatar from the blender import on the animatons: *Copied Avatar Rig Configuration mis-match. Transform hierarchy does not match: Transform 'mixamorig_Hips_0' for human bone 'Hips' not found.*
Tried some things (naming it the same, ...) but nothing worked, also, importing all the animations through blender is not practical as there are a lot of them (100+) and there will be probably more. Any ideas?
TLDR: Rig structure in unity is different from blender even tho they are both from the same mixamo rig. Any way to solve this?
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How to address foot slip with Mixamo walk animation
I'm playing with a walking animation from Mixamo, and the character is showing massive foot slip. I've tried this with root motion from the animation, as well as root motion through a script (OnAnimatorMove).
I don't understand how the movement distance is calculated. The translation amount is way too small. The animation looks fine on Mixamo's site.
I'm using "in-place" animations.
Any suggestions as to where to look?
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Mixamo animations root motion
Hi, I'm using mixamo animations for my 3d game characters, but I have problem with root motions
If I'm turning on root motion on character it's position and rotation starting to change during animation, and it cause a lot of problems, and if I'm turning those off then animation becoming unrealistic,, what can I do with that?
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mixamo models aren't rendering well in unity
I created a character in mixamo fuse and i imported it into unity
But there is a problem: the model isn't rendering well in unity and it looks really bad
How can i fix it?
In fuse: http://www.interload.co.il/upload/6272014.png
In unity: https://i.imgur.com/8aCc2Tl.png
Please help! :)
Thanks
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Falling animations to a 3d mixamo character
Hi
I'm trying to add a falling animation to a character i got from the mixamo store. I need the animation to work so that if i press the spacebar, it will play an animation for the start of the jump, then for the duration of time that my character is in the air,it will loop a falling animation. Then it will play the landing animation when I land. The thing is that i don't know where to begin on sorting out the falling animation. Can anyone help me with this? If it's any help, I'm using the FPS movement script in the standard asset pack. Thanks! :)
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(Unity/Mixamo) Animation won't play all frames
Hello all,
I'm trying to make this mobile game in Unity and working out the character animator controller.
After consulting some tutorials by Unity and Mixamo, I figured out how to play a certain animation when I touch the corresponding button on screen ( I use triggers). However, when I create a transition from let's say State A to State B, the animation(motion) of State B does not play all frames and is quickly stopped before it finishes completely. I tried increasing transition duration, the outcome was that the animation took longer to finish, but the motion itself was altered ( Increasing motion speed did not give good results either ). What's odd is that if I use an animation that I did not download from Mixamo ( for example an animation that came with Unity ) and increase transition duration, the animations takes the time it needs to finish and the original motion is preserved. So I presume that the issue is exclusive to the animations that I download from Mixamo. Where am I going wrong with this ?
♦ Are the Import conditions wrong ? ( I chose "FBX for Unity","Without Skin", set Keyframe reduction to "none", and use 30 FPS, 60FPS gives the same result ).
♦ Is there a problem concerning avatars ? ( I use "Create from this model" ).
If I use "Create from other avatar" with the BetaAvatar* ( or the FBX's avatar if I downloaded "With Skin" ) the animation plays but is interrupted.
If I use my own game character's avatar, the same thing happens, but the model is distorted.
*BetaAvatar is the avatar of a character downloaded from Mixamo.
I hope someone can help me out with this.
Thank you,
Joe.
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Blender import to Unity has metallic shading, black spots when rigging is enabled
https://snag.gy/pBhYxJ.jpg
^screenshot of problem I've created a simple rigged mesh in blender, and am trying to import into unity. It imports fine, and when there is no rig enabled, the shading is alright. But when I enable the rig, the shading becomes very metallic and smooth even without a material enabled. I used a mixamo rig, then made one myself. The rig itself works fine and I'm importing as fbx.
^screenshot of problem I've created a simple rigged mesh in blender, and am trying to import into unity. It imports fine, and when there is no rig enabled, the shading is alright. But when I enable the rig, the shading becomes very metallic and smooth even without a material enabled. I used a mixamo rig, then made one myself. The rig itself works fine and I'm importing as fbx.
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Is it possible to attach a Gun to a Mixamo Character? (Need to export the character with hand sockets available).
Is it possible to export a Mixamo Character to Unity in a way that I can attach a gun to its ''palm-socket''? Right now, I'm only able to attach a gun to the 'Body' of the Mixamo Character. Because of this, the gun will float at the position which is given to it when, for example, using a Running Animation. Only the 'Hips' of the exported Mixamo Character are divided into different sections where individual sockets can be selected - this is not possible for different body parts such as arms, hands, etc.
If someone knows how I can export a Mixamo Character where I can select each individual socket of the hands, making it possible to attach a gun to its hand, please let me know!
Thank you!
Kind regards.
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Animations and Rotation of character
I'm using a mixamo animation of Turn left by 90 degrees but when the animation is finished the character jumps to idle animation which is not in the same direction. How to fix this problem ?
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Why are my animations not working correctly?
Hi
I downloaded some animation clips from mixamo in the 'FBX for Unity without skin' format.
The animations look fine in mixamo, however when i put them on my character model, the animations become very weird, i.e ,the feet or the hands are aligned backwards and sometimes the entire body is tilted at some angle.
This problem makes the character look very stupid.
I am using unity's standard assets character model. I have also used mixamo's character model(.fbx) but the problem still persisted.
Please, help me, as i can't move forward with my project until i have fixed this issue.
PS - I also put those animations on the character model provided by Mixamo, but it still didn't work.
Below images illustrate the problem.
![alt text][1]
what it was supposed to look like (notice the legs) :
![alt text][2]
[1]: /storage/temp/101461-screenshot-21.png
[2]: /storage/temp/101462-screenshot-23.png
More -
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Can humanoid animations play on Generic rig Character?
I have a humanoid character and its animation. I have rigged a model from mixamo and its rig is generic. How can i use humanoid animations on my mixamo rigged character?
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Flipped/Transparent SKin with Mixamo
I'll let the image tell most the issue.
The Un-rigged made in blender model looks fine even before adding its intended skin materials.
Sending the same file to be rigged in Mixamo and then downloading it hoping to have a rigged character to work with and this happens,
![alt text][1]
If i could add bones and properly rig things I would not be using Mixamo, So cant use this model now. And im not getting any solutions to flip it back in unity 5 itself. Cant take the rigged model back into blender because it imports twisted and distorted and comes out worse.
[1]: /storage/temp/58277-example.jpg
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CAPSULE COLLIDER BUG!!! (MIXAMO FUSE CHARACTER)
character every time not stand. every time drop and i can't walk or run.
![alt text][1]
[1]: /storage/temp/63861-capsule-bug.png
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Unity, Mechanim And Mixamo 3D Animation: NullReferenceException.
Hi All... I'm coding a Medieval Fantasy game and am currently working with Mixamo, Mechanim and C# to make the main character walk using GetAxis based off the Unity Workflow video by Mixamo [(Here is the video, please watch it if you are interested in helping me. (About 7 minutes into the video is where the coding bit i'm using begins))](https://www.mixamo.com/workflows/unity). Sadly, I am stuck with an error that frequently pops up. It says: NullReferenceException: Object reference not set to an instance of an object MyScript.Update () (at Assets/MyScripts/MyScript.cs:18). Often before this appears it also says in the console: Assets/MyScripts/MyScript.cs(6,22): warning CS0649: Field`MyScript.MyAnim' is never assigned to, and will always have its default value `null'. Because of these errors the animation is not running...
This is my 'MyScript' Code:
using UnityEngine;
public class MyScript : MonoBehaviour {
private Animator MyAnim;
// Use this for initialization
void Start() {
MyAnim.GetComponent();
}
// Update is called once per frame
void Update() {
MyAnim.SetFloat ("VSpeed", Input.GetAxis ("Vertical"));
}
}
It's super basic i know, but it looks like it really should work. I have worked with heaps of other coding languages, but i am only new to c#, so please help. Thanks. :P
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Mixamo / Mecanim / rig issues / mesh deformation
Can somebody explain what is going on here? The team member who modeled and rigged the character (using mixamo) doesn't have these issues with the model inside unity and has even implemented the character as a prefab in their own version of the project with no issues, but whenever I import the model (either as an individual .fbx or as a unity package) this happens. Tried re-importing, using a different version of the rigged model, changing the rig animation type - but the mesh still animates all deformed. What are we doing wrong? Why does it work fine in one project but not others?
![alt text][1]
In game idle animation derp
![alt text][2]
[1]: /storage/temp/64849-derrpppp.png
[2]: /storage/temp/64850-slender-man-knight.png
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unity walk legacy animation clip not working properly
hey all, I have created a model using Mixamo as well as imported some animation from there, I went to the rig tab and changed my animations and my model to legacy. Once I start playing my animations clips in the preview window, my idle and slash animation work properly, but when I use my walk or run animation I can see my model leaving the circle under him and walk/run until the clip ends and then the animation restart. When I play my game I see the model walking/running at a certain time goes backward and restart walking/running, back and forth. I have also tried those same animation in mecanim and in the preview window, they work perfectly find, but I really need it to work for legacy and not in mecanim. Any help would be highly appreciated.
Thank you
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Having issues with texturing?
I imported my model into Fuse Mixamo downloaded some animations and imported it into unity the problem is-is that the model comes in completely white on Mixamo and in unity I have the textures in a folder all mapped out but when i apply them to my character it covers the entire model..
I've done this Mixamo thing before with another character made in the same program. No problem and I was able to apply the textures no problem.
I don't understand what's going on this time around.
![alt text][1]
[1]: /storage/temp/69253-skinmeshed.png
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After jump animation problem
So, first of all, I have imported the jump animation and the character as Humanoid from mixamo.
The problem is that when the player jumps, he does it, but when the animation is finished, he keeps a position.
In those 2 links there are the screenshots about the player position and the jump animation settings.
Player position:
http://prnt.sc/b7kdlr
Jump animation settings:
http://prnt.sc/b7kfgl
I have a script too, but it is really easy:
using UnityEngine;
using System.Collections;
public class Movement : MonoBehaviour {
Animator anim;
void Start () {
anim = GetComponent();
}
void Update () {
Move();
Jump();
}
void Move()
{
if (Input.GetButtonDown("Vertical"))
{
anim.SetBool("isWalking", true);
}
if (Input.GetButtonUp("Vertical"))
{
anim.SetBool("isWalking", false);
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
anim.SetBool("isRunning", true);
}
if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetButtonUp("Vertical"))
{
anim.SetBool("isRunning", false);
}
}
void Jump()
{
if (Input.GetButtonDown("Jump"))
{
anim.SetTrigger("isJumping");
}
}
}
I just realized that when the player jumps but after I don't press any key he stays in this position.
So for example, if I jump but then I press the W he jumps but he keeps going forward too.
So the problem now is, why when he stops jumping he "doesn't go" to the idle layer ?
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