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Ok, so i started using Unity and i’m using the asset MMORPGKit by Suriyun
It’s a really great kit, but i’m not a big fan of the character models… so i got myself some character models to replace the once given with the kit.
Next problem: the original Animations used by the CharacterAnimationController given by the demo looked really strange on the models… they worked just fine, but…
What to do now? I searched a bit and found Mixamo an online tool you can use when you want to animate a rigged mesh or character.
You can upload your rigged character (an fbx file in my case) and search through the free animations given by Mixamo.
After you selected an animation you can download it
These are my download settings.
I don’t need the skin since i already have the full character and without the skin i only get the one animation i selected.
Put the downloaded File in your unity project.
Trying to maintain a good practice at getting my stuff sorted, i made a folder structure:
I place the Mixamo files inside the Mixamo folder and now you need to get some settings right to get the animation working like you want to.
Select the Mixamo-File and expand the view
You get quite some entries in this fbx file. All of them more or less looking empty since there is no skin coming from mixamo. You need to select the animation (Jumping in my case).
In the Inspector select the Edit button and change the Animation type inside the Rig-Tab from Generic to Humanoid. After that click apply.
For my workflow i now duplicate the Juming animation by selecting it and pressing Ctrl-d. It will now be duplicated outside the fbx File as a single animation. My experience says you must keep the mixamo fbx to keep the animation working so i just store them inside the maximo folder and but the animation file just generated in another folder for easier access.
For my ChracterAnimationController i simply copied the one given in the demo and put it inside my own folder structure.
Open you AnimationController in the Animator Window and in the Parameter View select the action you want to give the new animation to.
Change the Motion Entry in the Inspector of the Action you want to change to the freshly created animation and … check it out if it really is what you had in mind.
So… that’s it… that’s my current way to do this.