Answered

No "Animator" or "Animation" component found

Koppulah 3 years ago updated by Peter - Soxware Developer 3 years ago 6

Hello, I am trying to convert a Legacy Animation to Generic following the Tutorial steps. But when I duplicate the (Legacy) Asset and make it Generic (Apply) in the Rig Inspector, the AnimConverter still has an issue with it as an Output file and will not convert. The error (Exclamation, red) reads: No "Animator" or "Animation" component found. What went wrong? Thanx.

UMotion Version:
AnimationConverter v1.03
Unity Version:
2020.3.17

Answer

Answer
Answered

Hi,

thank you very much for your support request.

Looks like Unity did not add a "Animator" (generic) or "Animation" (legacy) component to your character. The reason might be that "Import Animations" is not enabled in the "Animation" tab (Inspector) of your character. Please also double check that the rig type is set correctly (in the rig tab).


To verify that your character is setup correctly, drag & drop your character into the scene and see if it has an "Animator" component assigned to it.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answer
Answered

Hi,

thank you very much for your support request.

Looks like Unity did not add a "Animator" (generic) or "Animation" (legacy) component to your character. The reason might be that "Import Animations" is not enabled in the "Animation" tab (Inspector) of your character. Please also double check that the rig type is set correctly (in the rig tab).


To verify that your character is setup correctly, drag & drop your character into the scene and see if it has an "Animator" component assigned to it.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Thank you for your reply, Peter. I checked and the box for Import Animations is (and was) checked. When I put the asset in the scene, an Animation Component gets attached, with all the animations there to choose from... Import Constraints and Animated Custom Properties are left unchecked. Could it be that? 

If both your generic and legacy versions have an animation/animator component when dragged into the scene, then the animation converter should also be able to detect them. Make sure that you've dragged & dropped the correct files into the animation converter (the same files you just dragged & dropped in your scene to verify if it has the animator/animation component should now be dragged & dropped from Unity's project window to the animation converter window's corresponding slots).

Maybe you initially have dragged&dropped a prefab of your character that does not have the animation/animator component to the animation converter?

If you can't get it to work, you can send the FBX file of your character and the animations you want to convert to me via the email support form so that I can take a closer look.

Best regards,
Peter

Thank you very much for sending me the *.fbx file. I tried it and it seems to convert just fine for me:

Here is what I did (you can try to do exactly the same):

  1. I created an empty Unity project and imported the animation converter.
  2. I placed the *.fbx file you've sent to me in the assets folder.
  3. I selected the *.fbx file in Unity's project window and under the rig tab (inspector) I changed the rig type to "legacy".
  4. I clicked on apply.
  5. I used CTRL + D (in the project window) to duplicate the *.fbx file. Then I changed the rig type to "generic". Make sure that "avatar definition" is set to "create from this avatar". Otherwise no animator component is added to the character.
  6. I clicked on apply.
  7. Then I opened the animation converter and adjusted the output type to generic, assigned the animation and the *.fbx files.
  8. I clicked on convert.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Ok, I see. - well, a tiny thing not mentioned so far (and not anywhere) was: Make sure that "avatar definition" is set to "create from this model". (not left set to "No Avatar")...otherwise no animator component is added to the character. ;) With this additional setting the model conversation was done successfully. Thank you & servus Peter.

Yes I wasn't aware that it's set to "No Avatar" by default (which is a bit of a strange design decision), that's why I didn't mention it earlier. Sorry for that.

Glad to hear that it's now working for you. Let me know in case you have any other questions.


Best regards,
Peter