I’m using the standard assets 3rd person controller with my own animated character (rigged with the Rigify metarig in Blender), a generated humanoid avatar, and a copy of the default 3rd person animator (being that I need to change the assets to my own).
I’m trying to figure out how to keep the custom animations I did, and just have the controller handle movement. I tried recalculating the xy values in Mechanim, but while my character moved, the animation somehow changed to one that I d id not define. I was testing it with the run, walk, and idle animations, and the idle animation was a very slow version of the walk/run, and the walk/run looked like the default humanoid animations (the character has a particularly wide stance, and the default animations make the legs cross to the point they clip through each other).
If there are any details I missed, I’ll gladly try and clarify. I’m still pretty new to Mechanim (and Unity in general), so it’s possible there’s something I didn’t look at.