Hello!
I can’t seem to find anyone who knows the answer, so I’m posting here.
I’d like to add the new Animation Events to my animations, however I’m using Animations from the Mixamo store (I paid the $750 annual thing, so I better use them!!). Unfortunately while animations that come with models from the Asset store can have animation events added to them, I can’t seem to figure out how to get Mixamo animations to have them added. There’s no “import” screen like the one for the models, and I can’t seem to add the animations to the models animations list.
Any ideas how to go about this?
Thanks!
Are you driving the animations with Mechanim or with the traditional animation component? As far as I know you can’t use animation events with the old animation component.
edit
I’ve discovered that you are in fact able to use both Mechanim and the animation component (which is or is being deprecated) with the animation events system. I think what’s happening to you is that your animations from the Mixamo store are coming through to the animation editor as read-only? (Correct me if I am wrong)… Here’s the work-around: Duplicate all the animations that come along with each model so that they are read/write enabled. You will then be able to use animation events in the animation editor.
Please report your success / failure.
Cheers!
Mike
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You know I don’t know how they’re imported – the mixamo ones – they come from their built-in system, which just imports them automatically, and they can be used with any model via mecanim. I’m hoping to use those animations specifically – I may use others which came from the model, but I want to be able to use the mixamo ones specifically.
The image below shows the two screens. The one on the left is when I have the model.fbx selected, and shows the import settings for the model. The “Animation” panel has the event system. The one on the right is when i have one of the Mixamo animation.anim files selected, and there aren’t any event options. I’m guessing because it’s a stand alone .anim, although from what I can tell there shouldn’t be an issue adding events to those. I’m not sure if the built-in animations are in a different format though, since I don’t have direct access to them on the desktop.
EDIT: It may have to do with the file format. I don’t know much about it, but I found this from a “question” posted a few months back: “Unfortunately, you can’t. But if you paid for the animation from the in-Unity store (versus the Unlimited version of the store), Mixamo may credit you to get the same animation from their website in FBX format. Just send them an email. They have really good customer support.”
So I suppose I’ll send them an email and see what’s up. I’d hate to find out I paid $750 for “unlimited” animations that were in the wrong format!
FIXED! Or solved.
I went wrong because the Curves/Events need to be added in the “Animation” window, which has to be opened while selecting your characer in the heirarchy, not in the Animation Import window when dealing with the rigging of your character import.
Also, the “Optimize” feature can’t be turned on, and should be turned off before you bring your model into the heirarchy, as changing this setting later won’t change your in-game model.
Lastly, to see the animations (and to use events) the animations must already be present in the Mecanim Animation Controller the functions must be present in your scripts and attached to your gameObject.
FIXED! Or solved.
I went wrong because the Curves/Events need to be added in the “Animation” window, which has to be opened while selecting your characer in the heirarchy, not in the Animation Import window when dealing with the rigging of your character import.
Also, the “Optimize” feature can’t be turned on, and should be turned off before you bring your model into the heirarchy, as changing this setting later won’t change your in-game model.
Lastly, to see the animations (and to use events) the animations must already be present in the Mecanim Animation Controller the functions must be present in your scripts and attached to your gameObject.
i Duplicated the animation clip inside the mixamo running animation, and i used the duplicated clip and it worked.