Create animations for mecanim any characters with blender?

I’ve been looking for a mecanim compatible rigged bipedal for blender that I can use only to make animations. Something like this: Mecanim Humanoid Animation Kit - Community Showcases - Unity Discussions
but haven’t been able to find anything and the link above seems like a dead end. I want to create animations in blender to use with mecanim models from the asset store without having to rig one up. Im not very experienced in animating, modeling, or rigging and since its been difficult to find what I am looking for I feel like there is an overlying misunderstanding on my part. Any help?

a same issue with me :cry: don’t know what to do

Suggest if you are planning to create animations - you should really learn up on rigging also. Knowing how to rig and what the rig is able to do and it’s limitations from building it yourself is immensely beneficial to anybody animating.

I’m not a blender user so I have no info regarding a blender rig available. I do however have some tips I used when first started out matching a animation rig in 3D Max to mecanim’s humanoid rig.

Download and Unity essential asset that has a compatible mecanim humanoid character in it.
Copy the character fbx file from the Unity asset directory normally here -
C:\Users*(computer name here)*\AppData\Roaming\Unity\Asset Store-5.x
into another directory you use for blender files.
Import the fbx into blender and you instantly have a character rig template which is 100% compatible with mecanim humanoid.

To take this further delete all the animation keys if there are any and you can remove the character mesh and delete the skin information and re-rig this fbx import with IK controls very simply.
If you want to do this - make a copy of the entire rig - move it to one side (for reference purposes only)
On the original rig create 4 IK solvers, one for each limb, 2 arms and 2 legs. This isn’t a difficult process.
You might need to create 4 null objects so the IK solvers will point at them. These are usually positioned directly behind the elbows and in front of the knees.
To take this further and make it more ‘animate-able’ you should probably setup a reverse foot lock IK system for the ankle and foot controls. This isn’t necessary for just starting out, but it’s beneficial when your animating and you’d like to pivot off the tip of the toes, and animating heel to toe easier during walk cycles.
This process is to in-depth for a forum post - just check out any youtube video on how to set this up. Any software is fine, I think I created the first reverse foot lock system from a Maya tutorial while setting up the rig in Max, two completely different softwares with completely different terminology. But the concepts are still the same regardless what software your using, even blender.

Everything else in the rig is FK so it’s already setup for that in the fbx file.

There might be a simpler blender specific process I’m unaware of, I don’t use blender. In Max when I was going through this process I initially started out by creating a character studio biped character to match this base rig. Biped already has IK/FK setup so it was a lot easier starting to use it for testing purposes.
I now have default setups for all Unity rigs using biped, CAT, Max bones and Motion Builder bones. All from matching the base mecanim humanoid rig.

Doesn’t blender have something like this also Rigify rig or something? If so modify the rig to match the imported fbx from Unity and it will be mecanim humanoid ready-to-go.

Take a look at MakeHuman. You can create your character, rig with a Unity compatible rig and then export to Blender. You will have to install some add-ons for Blender and MakeHuman and will be able to find the information on how to do that in their community forums.