Humanoid Animation Type
- Import your model and in the Project tab in Unity click on your model and then click on the
Rig tab in the Inspector window. Set your Animation Type to “Humanoid”, then click Apply
- Next click on Configure to check the bone mapping. Usually Unity will find the right bone
references for almost all the humanoid skeleton so its good check them. You can load premake .ht mapping file or manually do the mapping.
- Click Apply
- If the bone Mapping is correct, but the character is not in a perfect T-Pose, you will see
the message “Character not in T-Pose”. You can try to fix that with Enforce T-Pose or
rotate the remaining bones into a T-pose.
- Export a fbx file from Axis Neuron/Axis Studio. In this case the export setting in Axis
Studio is shown as the figure.
- Import this .fbx format animation file into Unity and click on it. On the Rig tab in the
inspector windows, set your Animation Type to “Humanoid”, then click on Apply.
- Make sure the Bone Mapping and the initial T-pose are exactly same as the settings of
the imported model we set in Step 4, You may need to do Enforce T-Pose and rotate
some bone’s value in the Transform panel.
- Click on Apply and then click Done
- You can preview the animation on your model
Note: If we import a fbx animation file exported from Axis Neuron, we can set Rig >Avatar
Definition as ” Copy From Other Avatar” and select “Tristan30Neuron_Char00Avatar” as
Generic Animation Type
Users can also apply Generic Animation type if the bone names and hierarchical structure of
the model are exactly same as our animation .fbx file.
Refer to Noitom/PerceptionNeuron/Resources/Models/PNStudio_Avatar_SingleMesh.fbx
Users can also use FBX files through a Unity animation controller. See the following steps:
- Start by dragging your animation FBX into the content browser.
- Click on the animation in your asset browser
- In the inspector, convert rig to humanoid.
- Click configure and make sure the skeleton is in a perfect T pose.
- Next, create an animation controller. Go to assets -->create --> animation controller.
- Then, click on your character in the hierarchy and add an animator component if there is not one already there. Set the controller to the controller you just created.
- Now, you need to add the animation to your animation controller. Double click on your animation controller in the asset browser to open it. Then, drag in your animation clip and connect it to the entry node.
- Click on the clip and adjust the animation speed if needed.
- To test, click on the Play button