I just created my first NPC - a rat. The rat is moving randomly on the NavMesh. While the rat is moving, the “Walk” animation should be playing. Unfortunately this is not the case - the rat is moving correctly, but the animation doesn’t run. And I cannot figure out what I have made wrong
My code and the related components are attached. Does somebody see the problem?
Alright i got it to move, but its really an elongated rat now. I think the model/armature still has some issues.
What I did was to export the object from blender as an .fbx. You will have to generate the avatar in unity, simply go to the .fbx file → rig → avatar definition: create from this model.
Then select the root node (I think its Armature/Head/Neck/Root) and click apply.
Create a new GameObject with your rat, add an animator, set the controller and the newly applied avatar. In the Animator Controller (double click to open the interface) you can create a new state and set the motion to be the walking animation. Then just point the entry to it and you are done, maybe your rat will not look like a hotdog
I already had problems with animations from blender files in the past. I don't know why, but it seems to me, that unity cannot work with models, which have animations and are imported from an .blend file. And to this hotdog :). I've seen it before and I am not the only one with that problem: https://forum.unity.com/threads/blender-animation-causes-mesh-to-stretch-in-unity.157131/ So I don't think that there is something wrong with the model itself. I will make a bug report for unity. For me it looks like a duckel :) So, but thank you, I will try it with the fbx file.
Hey I'm not sure, but try setting the avatar of your animator. At least that worked for me
– Klarzahs