I have a mixamo based animation with a specific character in fbx format. This animation includes some custom made objects as well, that were later added on top of the original mixamo animation. I am wondering if there is a simple way to use this fbx file to add more mixamo animations to that character and if there is a way to change the character itself to another fuse generated character, using the exact same animation as the one on the fbx file. Is there an easy way to do that without being a 3d animator ? (which i am not :) Thanks !
Import the character as humanoid in fbx settings inside unity.
You can then, retarget animations to multiple characters by using the same animation controller to multiple character having different avatar.
There's a step by step guide here. Have a look at this link:
https://docs.unity3d.com/Manual/Retargeting.html
Hope this helps.
Related
Hello guys I have been confused for my animation I am creating 3D character animation but I use the another 3d character animation as reference but not using that character or that animation for commercial use I am just referencing it is it will be legal or not? Now insure me that is there will be any problem when is use this animation for commercial use which is just referenced from another character animation
There won't be an issue with that. Even, you can get free animations from other websites like https://www.mixamo.com/ and there are a few others, which can also be used for commercials.
I found a pack of unity assets (these 3D characters with built-in animations) that serves my purposes very well, but I want make slight feature changes to some of them. For example, I would want to change the color of some, maybe add a horn or other utensil, make the tail longer etc. I would like these changes to impact the animations minimally. I am wondering about what is the best workflow for this.
I looked into importing the .fbx files into Blender to make such featural changes, but the animations are not retained in Blender (this seems to inevitable according to some?). In general, most information is about workflows going from Blender to Unity, rather than the other way. I am thinking of importing the .fbx files into Blender regardless, without the animations, changing some features, and then importing back into Unity, hoping that the Unity animations can snap back onto the modified creature.
Since I am a beginner with both Unity and Blender, I wanted to check whether this is has a chance to work or whether there are better alternatives. Many thanks.
Unity animation if done using the main tool is probably just animating properties of the model/objects that are exposed to Unity's serialized interface, e.g. color, position, etc. So, either they animated the model hierarchy inside Unity (sounds unlikely), in which case the animation is part of an animation clip, or they did it in Blender, in which case the animation should be part of the fbx.
You can try an application like Fbx Review to view the fbx file and see if it includes the animation.
Unity Animation
Unity binds its animation streams with Transform/GameObject names. As long as you don't modify the hierarchy of the model, you should be able to modify it in blender like you want and later import into Unity.
Fbx Animation
Simply import into Blender, and make any changes that don't break the animations.
Alternative
If you really must, you can modify the imported mesh inside the Unity Editor. There's a few tools available for this in the assetstore.
Last Bet
Simply email the asset seller and ask them what the best way to proceed would be. For a 150$, they will probably be willing to provide this amount of support.
I have a unity character model in the .fbx format. I'm trying to import it to blender in order to create some animations. Upon importing, the armature for the model gets distorted with some bones becoming 4 or 5 times the normal size. Why is this happening? And how do I fix this?
For animation, I always make my own rigs. I too have bad experience importing .fbx files from unity into blender.
So at this point, I don't think there is an easy way to import a mesh + rig from unity to blender. I advise you to make your own rig for the character. Just because you understand your own rig way better (this is a plus for weight painting & bone movement / animation)
Also when creating a rig for unity it has to be done in a special way because if you want to use Unity's blend tree you should go for making a "Humanoid Rig", There are a couple of decent tutorials on youtube for this just search for
Blender to unity humanoid rig
When exporting Animations I would suggest looking at the answer of this thread I made a while back. So you dont get any double animations and such
If there is a way to easily import a character + rig from unity into blender, I would also love to know :)
Good luck with your project!
I imported a character from MakeHuman into Unity as .fbx file.
Now I am trying to controll the characters parts/skeleton, e.g. the head rotation (see picture below for full skeleton structure), directly with a script, but I am pretty new to Unity. Maybe someone has any tips for me on how to acces the parts of the skeleton.
My guess is to use GetComponent() to access every component one by one, but what is their type? And is there maybe a smoother way which keeps the tree structure?
If you imported the rig of the character as humanoid and set all bones in the import tap, you could try to get those propertys out of the animator. He should now which gameobject is which bone, case you mapped it for him.
When I played imported animation, the character's fingers get curled and his mouth opened. I might be able to fix that by editing adjusting bones in unity. But with so many characters and each time dragging them from assets to scene.
It's a bit too much misery and it's slowed me down, I need this get done fast.
Unity Masters, PLEASE HELP ME.
the bones in your imported model rig must contain all the fingers and other parts bones that doesnt move correctly , if it does then assign them to your avatar as you are setting up your avatar (look here for avatar setup) , after that if your animation animates fingers then your model will also
So that's right you don't get timely help. AnyWays,
[SOLUTION]
The animations was imported from iClone 5. Now I was importing animation separately and then applying it to the .fbx character. So I alternatively imported the animations embedded with the character. Now this is helpful only in case the original character is also being imported from iClone. Then in the rigged configuration I reset the pose>Enforce T-pose>automap> again automap>enforce T-Pose. Worked for me.
[SOLUTION2]
I had alternative in which I could mask hand animations (not using them) and remove jaw from 3d exchange while exporting fbx. But they looked so lovely I had to look further.
Sometimes you can't find the solution, I guess you are the only solution then. That's how everybody learns. hopes it helps.