I understand with Mecanim you can retarget animations to other humanoid rig models, but is there anything else that really sets it apart from Legacy? I started using Unity a time after Mecanim was released, and so I don’t really know what limitations Legacy would have had.
Mecanim does things differently and does tons of work for you. Legacy could blend animations, and even do root motion, but this all had to be scripted manually. To make someone run and jump in legacy required a bunch of work setting speeds, turning gravity on/off, or adding forces at various times. In addition, it never really looked right unless you spent a ton of time getting the animations and scripting just right. In Mecanim, it’s done visually, and just requires checking a box, adding transitions, and adjusting the animation curve.
i think fragmotion which is dirt cheap allows you to do retargetting of legacy animations
legacy you create controller programically using lets say c# or javascript (i dare not say boo so close to halloween without everyone giggling)
for legacy there is also free standard 3rd party controller and numerous very affordable controllers.
with mecanim you can do it in unity very easy and you dont as much script as create a controller visually and then setup the prefab
but to be honest i have found that mecanim controller can be a little sluggish and animations blend a little strange i think. and there are some other issues cause mecanim does not quite support events which result in the animations sometimes feeling strange.
and since you micromanage legacy if coded correctly you dont have these issues
i also found that a lot of characters come with legacy animations. and there are lots of mecanim animation but you will have to setup your characters for and you will need to create a controller for.
sadly they sell you the animations but not the controller that comes with it. personally im still looking for a good set of mecanim animations with a good controller
the character system comes with lots of good but the controller is horrible very unresponsive, glitchy, jerky at times, laggy and massive in size and sadly undocumentated and tons of code.
so shop around for your solution. look at the characters you like and what they come with. also look at the numerous animation packs in unity. there are number of good ones for $30-$50 or less
be warned the author of fragmotion appears to be awol it is some what dated buggy product, but if you dont have adobe tools its better than nothing…
what you basically have to do is use unwrap3d to convert from fbx2012 to fbx2010 cause fragmotion cant handle anything newer
then i load the fbx2010 into fragmotion and pray that it’s correct
then i do map bones for each animation, try it out to see it looks ok and save it
finally i use unwrap3d to convert from fbx2010 to fbx2012 and again pray it still good
what a pain, all this cause adobe tools are not affordable for indie users.
fragmotion has like trial version, but be warned you cant save/export, it only works for limited number of days for he makes you recite the full version of the lords prayer before each start!