Mixamo Animation Problem

Hello,

I recently purchased a Mixamo animations pack but after importing it an error occurred reading:

Assets/EveryDayPack-Womens/RootMotionCharacterControlFEMALE.cs(10,16): error CS0246: The type or namespace name `RootMotionComputer’ could not be found. Are you missing a using directive or an assembly reference?

When I go into the RootMotionCharacterControl script this is what appears:

using UnityEngine;
using System.Collections;

[AddComponentMenu(“Mixamo/Demo/Root Motion Character”)]
public class RootMotionCharacterControlFEMALE: MonoBehaviour
{
public float turningSpeed = 90f;
public RootMotionComputer computer;
public CharacterController character;

void Start()
{
	// validate component references
	if (computer == null) computer = GetComponent(typeof(RootMotionComputer)) as RootMotionComputer;
	if (character == null) character = GetComponent(typeof(CharacterController)) as CharacterController;
	
	// tell the computer to just output values but not apply motion
	computer.applyMotion = false;
	// tell the computer that this script will manage its execution
	computer.isManagedExternally = true;
	// since we are using a character controller, we only want the z translation output
	computer.computationMode = RootMotionComputationMode.ZTranslation;
	// initialize the computer
	computer.Initialize();
	
	// set up properties for the animations
	animation["talking01"].layer = 0; animation["talking01"].wrapMode = WrapMode.Loop;
	animation["sexywalk"].layer = 1; animation["sexywalk"].wrapMode = WrapMode.Loop;
	animation["goofyrun"].layer = 1; animation["goofyrun"].wrapMode = WrapMode.Loop;
	animation["femtoughwalk"].layer = 3; animation["femtoughwalk"].wrapMode = WrapMode.Loop;
	animation["no"].layer = 3; animation["no"].wrapMode = WrapMode.Once;
	animation["sassywalk"].layer = 3; animation["sassywalk"].wrapMode = WrapMode.Loop;
	animation["standinggreeting"].layer = 3; animation["standinggreeting"].wrapMode = WrapMode.Once;
	animation["talking02"].layer = 3; animation["talking02"].wrapMode = WrapMode.Once;
	animation["tellsecret"].layer = 3; animation["tellsecret"].wrapMode = WrapMode.Once;
	
	animation.Play("talking01");
	
}

void Update()
{
	float targetMovementWeight = 0f;
	float throttle = 0f;
	
	// turning keys
	if (Input.GetKey(KeyCode.A)) transform.Rotate(Vector3.down, turningSpeed*Time.deltaTime);
	if (Input.GetKey(KeyCode.D)) transform.Rotate(Vector3.up, turningSpeed*Time.deltaTime);
	
	// forward movement keys
	// ensure that the locomotion animations always blend from idle to moving at the beginning of their cycles
	if (Input.GetKeyDown(KeyCode.W) && 
		(animation["sexywalk"].weight == 0f || animation["run"].weight == 0f))
	{
		animation["sexywalk"].normalizedTime = 0f;
		animation["goofyrun"].normalizedTime = 0f;
	}
	if (Input.GetKey(KeyCode.W))
	{
		targetMovementWeight = 1f;
	}
	if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) throttle = 1f;
			
	// blend in the movement

	animation.Blend("goofyrun", targetMovementWeight*throttle, 0.5f);
	animation.Blend("sexywalk", targetMovementWeight*(1f-throttle), 0.5f);
	// synchronize timing of the footsteps
	animation.SyncLayer(1);
	
	// all the other animations, such as punch, kick, attach, reaction, etc. go here
	if (Input.GetKeyDown(KeyCode.Alpha1)) animation.CrossFade("femtoughwalk", 0.2f);
	if (Input.GetKeyDown(KeyCode.Alpha2)) animation.CrossFade("no", 0.2f);
	if (Input.GetKeyDown(KeyCode.Alpha3)) animation.CrossFade("sassywalk", 0.2f);
	if (Input.GetKeyDown(KeyCode.Alpha4)) animation.CrossFade("standinggreeting", 0.2f);
	if (Input.GetKeyDown(KeyCode.Alpha5)) animation.CrossFade("talking02", 0.2f);
	if (Input.GetKeyDown(KeyCode.Alpha6)) animation.CrossFade("tellsecret", 0.2f);

}

void LateUpdate()
{
	computer.ComputeRootMotion();
	
	// move the character using the computer's output
	character.SimpleMove(transform.TransformDirection(computer.deltaPosition)/Time.deltaTime);
}

}

Can anyone give me any advice on what i’m suppose to change?! I can’t apply animations to the character model because in the Animator component it says under controller 'None (Runtime Animator Controller)…I’m at a loss here :confused:

As I understand, RootMotionComputer is for legacy animation system not for Mechanim.

If you use Mechanim, you don’t need to use RootMotionComputer. Mechanim already has good alternative root motion system.