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:
- Modeling in Blender:
- I created my character model in Blender, applied the correct transformations (rotation, scale), and exported it as an FBX file.
- 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.
- 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.
- 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! ![]()



