I’m having trouble getting a 3d model character to animate correctly with mecanim.
I’ve searched the forums, the answers archives, and the Unity documentation for a solution, but I can’t find any.
Here’s what’s going on:
When using animations from other mecanim-compatible characters (it has none of its own), this character shifts around according to the changing of location of the animations (such as moving forward for a walk-animation), but it remains in its default stance the entire time, e.g. it remains in its A-pose throughout, no matter what the animation.
The character is indeed rigged, and it’s in FBX format.
The rig fits the mecanim avatar requirements perfectly, or so it seems–the avatar’s bone mappings are all green, and looking at the rig during the avatar setup it appears to make complete sense.
I can’t successfully enforce a T-pose in the avatar setup, however, if this information helps.
I’m using Unity 4.3 free-version on a PC.
Am I doing something incorrectly? Is there a problem or inconsistency with the rig? Is the character not skinned properly? Or is there some other issue?
I can give more information, if requested.
If it’s a simple problem, then helping me would be a simple matter, no? And if there’s a complicated problem, then could you at least just give me a link to learn more or somehow else point me in the right direction?
Please help me.
-Doug