Axis Software Setup
Axis Studio Export Settings
When exporting a file from Axis Studio to use in Unity:
- File Type: .fbx
- Skeleton: Axis Studio or Axis Studio - Thumb Open
- Enable: Motion Data and Dispalcement
- Enable Reference if you want to add a root bone
Axis Neuron / Axis Neuron Pro Export Settings
- File Type: FBX binary
- If possible, you may want to being your FBX into a program such as Motion Builder or Maya and add a T-pose to the head frame before bringing the file in Unity
Humanoid Animation Type
- Import your model and in the Project tab in Unity click on your model and then click on
Rig in the Inspector window- Animation Type: Humanoid
- Next click on Configure to check the bone mapping
- Usually Unity will find the right bone references for the humanoid skeleton, but it's still a good idea to check them
- You can load premake .ht mapping file or manually do the mapping
- 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 source
- 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. - Click on Apply and then click Done
Animation Controller
To apply the animation to your character, you need to add an animation controller.
- Go to Assets --> Create --> Animation Controller
- Then, click on your character in the Hierarchy and in the Inspector, 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 Project tab to open it
- 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