Hello,
I am having a problem with character Animation in Mecanim.
I have exported a FBX character data from XSI 7.01 and
import them into Unity.
When using Legacy Animation system, they works fine.
But when I use Mecanim, the motions are not applied definitely.
The following is the example of the problems.
same 2 models use a same action “right straight punch”.
but the motion of the red doll(using Mecanim) isn’t fine.
The following is the settings in Unity.
they are same fbx datas( I only copied and renamed them).
What will the cause of the problem be?
Thank’s.
1208638–48958–$testman.zip (180 KB)
First thought would be that Loop pose isn’t configured just right. Even though it is marked “green” that just means we believe we can compensate. Checking the Loop Pose without exactly the same start and end pose will cause Mecanim to spread the error over all the frames of the animation instead of popping at the end. Looping a pose isn’t exactly the same as simply looping the animation.
If your animations doesn’t meet up precisely you may have to make 2 punch states and transition between them to get a looping effect with a transition where you can cover the loop pop yourself.
Thanks!
After check my loop Poses and the import settings,
I found the reason.
It was missing “Avator definition”.
(1) select the motion(testman@punch_R.fbx)
(2) from “RIG-> Avator Definition → Copy From Other Avatar”
set correct Source(testman Avator).