Need Help with Mixamo Animations Not Working on Rigged Blender Model in Unity

I’m encountering an issue with my character animations after importing a rigged model into Unity, and I could really use some advice from the pros!

Here’s a quick summary of what I’ve done so far:

  1. Modeling in Blender:
  • I created my character model in Blender, applied the correct transformations (rotation, scale), and exported it as an FBX file.
  1. Auto-Rigging in Mixamo:
  • I uploaded the model to Mixamo, used its auto-rigging feature, and downloaded the rigged model and some animations in FBX for Unity format.
  1. Importing to Unity:
  • I imported the rigged FBX model and animations into Unity.
  • Set the animation type to Humanoid in the Rig tab, and Unity seemed to recognize the rig without any errors in the Avatar Configuration.
  1. Animator Controller Setup:
  • I set up an Animator Controller with my Mixamo animations (like walking, idle, jumpscare, etc.), and attached the controller to my character.
  • In the Animator window, I can see the animations playing, but in the scene, the character stays still and doesn’t actually animate.

Problem:

  • Despite everything looking fine in the Animator, the model stays static in the scene while the animations are supposedly playing.
  • Additionally, I received an error about the file not having the required human bones like ‘hips,’ but I used Mixamo’s auto-rigging. Could this be related to scaling or rigging issues? My model was originally very large in Blender, but I scaled it down after importing into Unity.

Request for Help:

  • Could the problem be related to scaling in Blender or Unity? What’s the best way to handle scale changes to avoid issues in Unity?
  • Are there any known issues with Mixamo’s rigging or bone structure that could cause this error about missing ‘hips’ bones?
  • Any steps I might have missed when working between Blender, Mixamo, and Unity? Would re-rigging or re-importing be necessary?

Any suggestions or advice would be greatly appreciated!

Thanks in advance! :blush:

Can you show a screenshot of the interface under Avatar Configure → Mapping Tab?

And also mention whether these animations of yours are also ensured to be imported as Humanoid type.

yes i have ensured humanoid type and this is how it is in configure menu, should it be like this?
thanks in advance

Strangely, your skeleton’s hierarchy only has one layer. I feel that this obviously doesn’t meet the minimum requirements for Humanoid.

And, is the tab on the right not displayed? Take a look. Normally, it is like this:

(Is there any prompt in the Console?)

nope the tab on the right is blank like this

but i do have another model which looks like this and still does not work

I don’t know why this worked but i tried to redo the entire animation setup with this model instead and this time it worked, thank you so much for helping me out, without you noticing this i wouldn’t be able to do anything so tysm :pray:

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Congratulations!

It does seem that there was some problem during import that led to incomplete information. Next time, you can try right-clicking this fbx and then “Reimport”.

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