I’m using Mixamo animations with a custom variation of the default 3rd person controller, and they usually work but occasionally are shifted too far in one axis - e.g. one sitting animation might position the character quite a bit higher than another sitting animation. Sometimes an animation will tilt the character at a 90 degree angle in game mode but not in the inspector. Is there any easy way to adjust this from within Unity?
Anyone know? Some forum posts suggest changing the Root Transform position parameters for the animation clip, but my version of Unity doesn’t seem to have that option (v 5.0.1). I can solve the problem in a clumsy way by using Curves and a script to move the Y position of the figure, but that only works if I make the figure a child object of an empty parent GO (since I need to set a relative offset rather than changing the figure’s world position, and a script doesn’t seem to be able to change the rig’s position at runtime, probably because the animator is setting it every frame). This solution also requires changing any character that needs the animation adjusted, a sloppy solution that is likely to cause problems down the road. Isn’t there a built-in way to adjust the Y offset for animation clips?
I am also facing the same problem did anyone know a better solution for this?
I found this response in another frum very helpful:
I downloaded my animations from Mixamo with the character included (T-Pose or w/Skin option) into a Unity FBX file. This should create an avatar for you to rig inside of Unity. I then saved those animations (and the model) inside of a subfolder called _MyAnimations in the Assets folder of my Unity project. On each animation, I had to change the rig animation type to ‘humanoid’, set avatar definition to ‘copy from other avatar’, and set your source avatar to that of the model you imported from Mixamo with your animations. Hit ‘apply’. They should now play within the preview window when you select the animation tab. If you haven’t created one already, you need to create an Animator Controller for your character. After that, I arranged my animations in the Animator window and assigned them to _MyController, which controls the actual character that I want to use. Once everything was in place, I hit play, and it is working with no problems…finally. I haven’t finished it yet, but I just wanted to share what I have learned so far. I hope it helps.
Had the same type of issue, like my character “drowning” into the ground up to its waist. I finally found out that it was because of the Scale Factor (under the Model tab). All my anims were imported at scale 1, whereas my first anim was at scale 10. Setting all the anims to 10 solved the problem.
I have the same “drowning” problem as Koyemsi, but the scale factor under the model tab doesn’t seem to fix it.
i did all these things but now… my players legs flew up to the head and are bending around and flying around still attached to the body and my dudes still walking but its legs r up to its head can anyone help me?