Applying MoCap Animation to Makehuman fbx - Mesh won't move

Hi guys,

I have some trouble using the MoCap prefabs from the asset store.
I’ve read tons of documentations, FAQ’s and Issuetrackers - but I don’t get it to work.

Here are the steps I took, to export the MakeHuman model, set the MoCap animation to Humanoid mode, create the animation controller and add the Animator to my model.

I hope you can reproduce the issue and maybe you will just find the big mistake I did :).

OS: Win 10

Software:
Makehuman 1.1.1
http://www.makehuman.org/
MakeHuman depends on Python 2.7 so make sure Python 2.7.x is installed on your system.

Unity 2017.1 0f3 Personal

MoCap Source:
Bought from Unity Asset Store
Name: ZOMBIE Starter: MoCap Animation Pack V2.5


Steps to reproduce:
- Create a Human in Makehuman
- On Tab "Pose/Animate" in Menu "Rig presents" select "Game Engine"

- Klick Export Icon (3rd icon from left)
Select Options:
- Mesh Format: Filmbox (fbx)
- Export the model directly to your Projects Asset folder

In Unity
## Prepare Zombie Animation ##
- Select your Asset Folder, drag the model to the scene
- If your model does not show any materials / textures, you exported it the wrong way - your asset folder needs to show the fbx, a materials folder and a textures folder
- validate the model looks okay - remove it from the scene
- In Your Asset folder select the mocap files -> goto folder Zomvie_01_v25 -> Animation
- Klick any animation
- In the inspector view, klick "Rig"
- Select Animation Type "Humanoid"
- Select Avatar Definition "Create From This Model"
- Apply
- Repeat with each animation or just remember the animation you edited

## Edit Makehuman model ##
- in your Asset browser, goto the folder you exported your makehuman model to
- klick the fbx file
- select Rig
- Select Animation Type "Humanoid"
- Select Avatar Definition "copy from other avatar"
- Klick the circle to open the avatar browser
- Select MotusMan_v2Avatar
- Apply

## Create an Animation controller ##
- In the asset folder of your exported makehuman model
- klick right on the asset browser, select Create -> Animation Controller
- Drag the Animation from the Zombie Mocap asset you edited to the controller
- The animation is now set as the default animation
- CRTL + S to save
- In my case, the Animator is not available anymore
- Select the mesh , its the first child element called "your_filenameMesh"
- Add Component -> Animator -> As Controller select the new Animator Controller you just created
- As Avatar Select MotusMan_v2Avatar
- Save Scene
- Run
- The Model will not move

I believe you have two steps in reverse.
Instead of creating the avatar from the animations, you should create the avatar from the character rig. And then assume the avatar for all the animations - from the character rig.
If you change your process to this instead - the animations should will work as desired.