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
- 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
- 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
- Export a fbx file from Axis Neuron/Axis Studio. In this case the export setting in Axis
Studio is shown as the figure.- Axis Studio Export Settings:
- 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
- Axis Studio Export Settings:
- 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 Step4, You may need to do Enforce T-Pose and rotate
some bone’s value in the Transform panel - Click on 【Apply】and then on 【Done】
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, please be aware that the latest version has removed the prefab sample scene content mentioned in the guide. If you need this content, you can revert to SDK v0.2.19 to access it. You can download this version from the following link: [Download Link to NoitomMocapLive_Unity_v0.2.19]
Generic Animation Type
You can also apply Generic Animation type if the bone names and hierarchical structure of
the model are exactly same as our animation .fbx file.
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
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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