![alt text][1]
[1]: /storage/temp/74322-error.jp
**Can anybody tell me the reason of that error??** I haven't written any script that uses the Quaternion constructor, it happened when I activated the loop function (that I need to use) in the animations of my model.
plss help me> Thanks !
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Conversion Quarternion to Matrix failed !! What to do
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Mixamo x Unity - Z axis animation
Hey guys,
I'm a bit new with Mixamo and with Unity at 3D animations, so what i'm trying to do is a "plataform" game (X,Y movements only).
The problem I had is that the Mixamo animations (like run, jump) move my character througth Z axis when using Root Motion at unity, and I won't thar, once he should move only foward and backward, througth X axis.
I tryed a lot of stuffs and could'nt figure it out. If root motion is disabled, the object wont move, but then I'm geting some problems with physics.
Obs: I tryed to edit the animation deleting the Z axis, but then i get a bit of change when changing from Idle to Running with a Blend Tree.
When i turn it off, i need to place a collider to my object, theres a way to use the animation format as a collider without using the root motion? Sorry if its a dumb question, but i could'nt figure it out.
I did it to work well adding a box collider and a rigidbody to a parent object, but thats not what i was looking for.
So, the final question is: Can I make the collider with the animation format without a root motion?
Thanks!
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Mixamo x Unity - Z axis animation
Hey guys,
I'm a bit new with Mixamo and with Unity at 3D animations, so what i'm trying to do is a "plataform" game (X,Y movements only).
The problem I had is that the Mixamo animations (like run, jump) move my character througth Z axis when using Root Motion at unity, and I won't thar, once he should move only foward and backward, througth X axis.
I tryed a lot of stuffs and could'nt figure it out. If root motion is disabled, the object wont move, but then I'm geting some problems with physics.
Obs: I tryed to edit the animation deleting the Z axis, but then i get a bit of change when changing from Idle to Running with a Blend Tree.
When i turn it off, i need to place a collider to my object, theres a way to use the animation format as a collider without using the root motion? Sorry if its a dumb question, but i could'nt figure it out.
I did it to work well adding a box collider and a rigidbody to a parent object, but thats not what i was looking for.
So, the final question is: Can I make the collider with the animation format without a root motion?
Thanks!
And sorry for my poor english :(
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How can I tell if an animation can be used by animator? And how to create this kind of animation
I was trying to add some stuff to the default animator.
So I bought some humanoid animations from Mixamo Store( a plug-in for unity, you can preview and buy animations there).
When I previewed those animations, they worked very well for my model and I'm pretty sure they can be applied to humanoid model with bones.
However, when I downloaded them and try to applied them to my animator, the system says these animations need to be set as legacy...
So how can I tell if a animation can be used in animator?
And more important, I'm using 3d Max so I hope to know how can I create and export animation that doesn't need to be set as legacy to use?
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How can i make my enemy zombie do an animation when attacking and when he first sees the player
I'm a beginner to unity though i now basic and have done the survival shooter tutorial.
I want to be able to make my zombie do an animation when attacking the player
and i want one where at 10 health he starts crawling
also when the zombie first sees the player i want him to scream
Would making the animations and making parameters then just putting them into the scripts from survival; shooter work?
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mixamo.com import normals from fbx problem
I rigged model in mixamo and after downloading fbx for Unity I am trying to import it into my project. Unfortunately, model import settings are set to calculate normals instead of import. I checked it on 2 PCs. And one of them for one moment had import option selected. Then I changed it to check if it is going to change back and it didn’t. Now I am trying to import original file again but it is not working. Switching normals from calculate to import/none is not working, it switches back to calculate after confirming.
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Read only animations from Mixamo
I've imported some animations from Mixamo, but I need to modify some of them. They're all read only though, so I can't adjust the animation curves. I've read plenty of similar posts that say all you need to do to fix this is duplicate the animation and it should no longer be read only. I've done this, but the new duplicate animation is still read only. I made sure to apply the new animation to the animator controller, I also tried making a new controller with only the new duplicate animation to make sure I was looking at the new animation.
Are there any other ways to fix this?
Thanks
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Asset Store Submission Question
Hello!
I have a couple questions with regards to submitting assets to the asset store. Our team has been working on a package that we plan on releasing soon. Basically, the asset we are releasing is meant to provide users with an easy way to set up missions/quests which are made up of multiple objectives that the player would progress through. As you might assume the package is focused heavily on code, however, since we are also setting up a demo scene to showcase how it works, we have decided to also include 3d models. The main theme of the models will be world war two, and the mission we will be setting up will revolve around one the airborne operations that the United States engaged in during the D-day invasions.
So first, is there an issue with submitting a large package such as this one, besides the actual size limit, which is I believe 4gb?
And second, we currently have a 3d modeler, but lack an animator, and we need a couple of animated models to be able to showcase some of our work involving Ai, so is it against Unity's submission policy to include either an animated Mixamo model or any other animated model that is free and labeled for commercial use, if we were not the ones to create or animate it? It's not like we're charging for that model, it's simply included in the package to showcase some of our work.
Thank you.
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Imported file conversion failed: Transform 'EthanHips' for human bone 'Hips' not found
I know this question has been asked before but it got no responses.
Im trying to change the avatar on a mecanim animation, but when I choose 'Copy From Other Avatar', choose a different source avatar and hit apply, it gives me an error "Imported file 'Arissa@stading_melee_attack_360_high' conversion failed: Transform 'EthanHips' for human bone 'Hips' not found".
![alt text][1]
![alt text][2]
The animation is broken from there. The animation type is generic and when I choose my other avatar it asks me to change the animation type to humanoid, which I do.
How do I apply a different avatar to a mecanim animation? Am I doing something wrong or is there something wrong with the avatar?
[1]: /storage/temp/79516-capture8.png
[2]: /storage/temp/79517-capture7.png
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Mixamo or Adobe Fuse Models textures problem in Unity
İm really really tired. Because im create with 2K texture characters in mixamo and adobe fuse. And im export in unity. But textures looks like a 512x512. İm choose this shaders /transparant/cut out/bumped diffuse. And eye lashes looks really really bad.
http://i.hizliresim.com/88R1d7.png
http://i.hizliresim.com/jBb30D.png
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Fbx character model with animation, hot to attach colliders?
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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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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