How to create .anim file from Mixamo to Unity? - unity3d

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

Related

How to make a "DontDestoryOnLoad" Object remember objects from original scene

I have a game where the music game objects starts on the main menu scene and it has two components slider that I placed with drag and drop
and the player can interact with those sliders on the settings canvas in that scene. when the player changes scene the music keeps playing because of DontDestroyOnLoad and that's great! but if the player returns to the main scene the dontdestroy game object that plays music forgets
the sliders and the sliders don't do anything because they are not connected to the music game object with the dontdestroy. any way I can get around this?
This is because when the slider that your music manager is referencing is destroyed.
Solution 1:
To quickly fix the issue, simply set those sliders as DontDestroyOnLoad as well. When you don't want the slider to show, just create two game objects variables and drop those sliders in. Then use gameobject.setactive(true/false) to turn it on or off
Soulution2:
Create a function that triggers every scene change, and inside that function, help the sound manager to locate the slider by using find gameobject with tag, and inside the editor give those sliders gameobject a tag so it can be easily located. In this case, even the slider get destroyed the sound manager can still reference the new sliders

How to add key frames to a new animation file in Unity?

I'm trying to script an sprite animation event for my player's character shooting animation, where the first frame of the sequence is the only one shown when no bullet is shot, and when you shoot it plays the rest of the frames.
I can see the animator window for the controller has an option to create new states and connect between them. The "Motion" row of the states accepts animation files (clips?), so I tried creating new Animation to put the shooting frames in, but it has no sprite properties in it as the automatically created Animation file (when importing the PNG sequence) has, I can't add anything and it doesn't allow for new keyframes to be created. So how do I actually use that to create an animation sequence for the animation state?
Thanks in advance.
I feel like it would be best if you rephrased / elaborated a bit more in your question. So i'm going to answer it the best I can. If you want to do it by script, you can try this answer:
https://answers.unity.com/questions/1031965/how-to-create-animation-event-at-specific-keyframe.html
If you want to add an event clip in the animation itself, try this:
https://www.youtube.com/watch?v=3_ZFSZr-sJI

Unity events in animation missing

I want to use Events in my animation ( my animation is part of my .fbx file which is exported from 3d studio nad I imported to Unity 5.3 ) to change behavior of my character like in http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html
but I don't have Events option like in tutorial and when I click double on any moment in timeline no new event is created.
How to add Events option to animation ( I know how to add callbacks once I have option for events from previous tutorial )
Animation events have to be added in the "Animation" window (not "Animator"). Open it, then select a GameObject which has the AnimationClip you want to add events to (can either be GameObject with an Animator or with an Animation component).
You should now be able to select the clip in the Animation window and add events to it by right-clicking in the dark grey section right below the timeline.
Go to the "Rig" tab of the object and select "Generic". It's probably set to Legacy, which won't give you the events option.

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.