My animation is not working when I import into Unity - unity3d

people of stack overflow. I am not sure if this question will be relevant on here since it's not code but I'll try anyway. I want to import a drone animation model into unity. So I used Fusion 360 and saved the animation as an FBX file. When I imported the model, I could put it into my game, but not into my animation editor. So I came here for help. Any advice would help!
The animation
The animation not going into the editor

First it called The animator Tab And you can't edit the animation in that tab because you haven't attached the animation to the object you have. After Dragging the animation into the object you can find the animation in the animator tab automatically.

Related

Multiple items in animation controller when animating player in Unity

I'm trying to animate a Unity3D character with Maximo. I have the mouselook and movement script all done, not I'm up to animating the guy. Whenever I drag and drop the animation .fbx file into the animation controller, a bunch of items stacked on top of each other come up and none of them are a distinguishable animation. I have no idea what to do here. I'm a complete beginner doing this for a school assignment. Thanks in advance for any help!
Here's the issue
If you add something visually (ss or video link in your animation controller) we can be more helpful.
You should watch this tutorial for more details.
https://learn.unity.com/project/unity-animation-fundamentals

How to create .anim file from Mixamo to Unity?

I download the character .fbx file from Mixamo and add to Unity. I want to get .anim file like
.
I try to drag Idle to the Animation window like, but it cannot paste in the Animation window.
I drag Idle to Animator and make a transition like, but when I test by drag character object to Animator and click the play button it not move.
you are not supposed to have 2 idle states. You should be able to make the idle animation in only one state. Like this 1:
Idle State
I think the problem of your animation is not about the format of the file. When you grab all the frames of your animation or just make it in unity, they will turn .anim file.
If you realize that when you play the game the state does not change from entry to Idle. You can try this:
Click on the animation you created, in the inspector and check if is loop is active 2.
Idle Inspector
Add an animator component in your character object3.
Animator
Create an animation controller [4].
[Create Animation Controller][4]
Drag and drop the animator controller in the controller component.
Open the animator and you should be able to drag your Idle animation to the animator tab where you were in. When you run once again your game you should be able to see the animation running.
Note: Some pictures I took are from unity2d, so probably it is not the perfectly the same inspector as yours, but you should be able to find it out. If you do not or if you still have any doubt, you can check this video. He exports it from blender, but the format .fbx is pretty the same. https://www.youtube.com/watch?v=D-oYgs1CP7U&ab_channel=SingleSaplingGames

Creating a New Animation Clip in unity?

I need to know how to make a simple animation video by using the unity game engine by using Animator Component, Animator Controller, Animation Clips.
My personal best way of doing so is selecting all the sprites you wish to animate at the hirerchy and dragging them to the editor scene.
Good luck!

How to avoid the model to change position on walk animation?

I downloaded Raw Mocap Data Asset from Unity from Unity Asset Store
I load any walk animation to my animator and it works fine
the issue is the animation itself changes the model position, I don't want that, I want to move by my own mechanism.
Is there anyway to disable the animation from changing position?
Turn off Root Animation on your animator. Then it will not automatically move.
http://docs.unity3d.com/Manual/RootMotion.html
It is enabled by default.
Uncheckmark here:

Getting MissingComponentException: There is no animation attached to the game object

Steps taken:
Imported rigged/animated character (fbx file) from Blender(version 2.66a) into Unity(I believe the version I am using is 4.1.2; I know that I have downloaded/installed it within the last few days)
Checked 'Import Animation' in Animation settings in the Inspector
Created/tested animation clips in the Inspector
Dragged the character from the Asset panel to the Hierarchy panel
After dragging the character to the Hierarchy panel, I notice that I no longer see the animations when I select the character instance that is in the scene. If I run the game I receive the MissingComponentException referenced in the title.
In summary, I can see the animation in the import settings in the Inspector, but once I drag the character into the scene the animations disappear.
Here is my simple code to play the "idle" animation (which is named correctly and playing correctly in the import settings):
void Start () {
animation.Play("Idle");
}
There are two ways in Unity 4 to call a model's animations.
The "classic" way, like in Unity 3:
By importing the fbx you have to set the "animation type" under "Rig" to "legacy."
In the Hierachy the model needs the "Animation" component and NOT the "Animator" component!
Then you have to add the animations from your model to the animation component.
Now you can write
animation.Play("Idle");
The "new" Mechanim way:
By importing the fbx you have to set the "animation type" under "Rig" to "generic."
In the Hierachy the model needs the "Animatior" component and NOT the "Animaton" component!
Then you have to add the animations from your model to the animation controller, which you add to your Animator component.
In the controller you can set values to switch between different animations. But if you want to use Mechanim look at this tutorial, it helped me a lot!
http://www.youtube.com/watch?v=Xx21y9eJq1U
In the Import Setting for the object, go to Rig and set the animation Type to Legacy.