Sorry. I’m having trouble. The animation is an fbx file from Maya and it plays fine in Maya and in the Unity Preview, but once I set it as the default state in the animator controller, it just keeps showing the default A-pose model. I can’t tell if it’s the settings or how I exported the file. In Maya, I selected all, baked animation, deleted history, and then exported. All my objects are generic animation types, and I set them to loop. Could there be anything else that I’m missing? Thank you. Screenshot in thumbnails.
Have you added the AnimationController to the model?
Yes I did
Well it’s hard to tell. You could test your model with some default animations or a default model with your animations. In this way you could figure out if it has something to do with the setup of your Animator or if there’s a problem with your animation. Good luck
What you also could try is to set the Rig of the model and the animation to “Humanoid” and check Apply Root motion in the Animator.
Tried it. It’s not working. My T-pose is generic and so are all my clips. In maya I had to resize all my animations by putting them in a group and changing the transform’s size. Then I exported. Do you think that changed anything?
If you can see the animation in Unity preview you should make it work to use it in the Animator. You could check if you have set up the Animator properly with a model and an animation that is working - you could load for free from mixamo.com. Then try to use your own animation with it.
i had the same issue, just changed the Update Mode to Unscaled Time and its working perfectly.