Answered

Animation converter question

Craig 4 months ago updated by Peter - Soxware Developer 4 months ago 1

I am finding that many animations don't use the same keys in the animation and I can't use animation from a downloaded asset with a character rig from mixamo, the animation keys are more often that not different, so Head might be named B-head and Spine might be named B-spine, so when adding it, the animation is full of yellow keys.  


Is this the same incompatibility that mocap animations falls under.

Is this tool suitable for bridging this gap in incompatibility?

Animation Converter Version:
Unity Version:

Answer

Answer
Answered

Hi Craig,

thank you very much for your support request.

Usually you just need to configure your animation as "humanoid" animation. Humanoid is a Unity proprietary "normalized" animation format, that allows to re-use animations on different characters (this is called "animation re-targeting").

It's not just the name of the bones that make regular "generic" animations incompatible with other characters, it's also that the initial rotation of bones, bone length, bone hierarchy,.... is usually different. Without some clever re-targeting algorithm it wouldn't be possible to play animations on different characters.

To learn more how "humanoid" achieves that: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

The Animation Converter is going to be useful if you only got a *.anim file of your animations (but no *.FBX). In that case you need the Animation Converter to convert the *.anim to "humanoid". In case of an *.FBX, you can change the animation to humanoid via the "Inspector" window: https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html

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

Best regards,

Peter

Answer
Answered

Hi Craig,

thank you very much for your support request.

Usually you just need to configure your animation as "humanoid" animation. Humanoid is a Unity proprietary "normalized" animation format, that allows to re-use animations on different characters (this is called "animation re-targeting").

It's not just the name of the bones that make regular "generic" animations incompatible with other characters, it's also that the initial rotation of bones, bone length, bone hierarchy,.... is usually different. Without some clever re-targeting algorithm it wouldn't be possible to play animations on different characters.

To learn more how "humanoid" achieves that: https://blogs.unity3d.com/2014/05/26/mecanim-humanoids/

The Animation Converter is going to be useful if you only got a *.anim file of your animations (but no *.FBX). In that case you need the Animation Converter to convert the *.anim to "humanoid". In case of an *.FBX, you can change the animation to humanoid via the "Inspector" window: https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html

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

Best regards,

Peter