this is my 1st topic here , looks like the community here are very great and helping , i hope that you can help me out
i have a (human) model in 3d max , that have its own bones , but i dont want to use them , i want to apply Mecanim Skeleton bones on them, so that i can add all the Mecanim animation in the assets store to my models
i tried importing the main Mecanim character and my model into 3d max , and then deleted mecanim character and kept its bones , and i matched the bones with my model , and exported all to FBX
basically i have two questions :
when i tried it in unity , the animations make my model move but not animate (like it would stay in T-pose but it is moving )
is my method right ? or there is a better way to imply Mecanim bones on my model
Yes there is a better way. As long as you setup a character rig to match the bone structure/hierarchy of the mecanim rig, all humanoid animations will retarget onto your character.
Sounds like you might need to apply the avatar definition to your model from the original model you snagged the bones from. Other things to watch out for - make sure in Max under the skin modifier, the bone influence is set to 4. This will conform to Unitys 4 bone per vertex influence limit. In Max the default bone influence is set to 20.
Strongly consider going through the learn animation section - all of the info is valuable, but especially for your current task, - Character to Player, and Setting up a Humanoid Avatar.