I have infinite runner game from unity assets store in which character is biped rigged and its animation type is legacy. I want to change the character.
I use 3ds max to biped rig that and than import in unity and choice animation type legacy. I applied the animation on that which the previous character is using. When I pressed the play button in it animate the character but full character is not showing. I attach the pics. The animation was working correctly on the previous character but not works correctly on this.
Please help me to solve the problem.
I will be very thankful to you for this faour
Actual Character. After click on play button (Animation character).
The problem resides here - though I know squat about legacy workflow - so I can’t help beyond this.
Why not retarget the animation onto the character in Max (very simple) then export to Unity instead?
You will have the same animation loaded twice, however it will be applied to the two characters correctly.
Sorry but I am beginner. Can you tell me how to retarget animation or suggest me any tutorial. I tried but I failed. I will very thankful to you for this favor.
Yes they both are biped rigged but they are different characters.
I am using legacy because the character on that game uses the legacy. And I only want to replace the character with previous one. I not want any long procedure. I not want to write any extra code for mecanim character.
This is kind of backwards and not using the tools available for the purpose they are intended to be used for.
First suggestion - don’t use legacy if you want to retarget animations from one character to the other. One of mecanims powerful benefits is the ability to easily retarget animations from one humanoid character to the other.
Second suggestion - if first suggestion isn’t feasible.
In Max - not Unity
Save skin data of the 2nd character in the skin modifier.
Place the 2nd character (biped rig) in figure mode.
Delete the skin modifier then delete the 2nd rig for the 2nd character.
Place the 1st character (biped rig) in figure mode.
Align the 2nd character mesh with the 1st character mesh.
Reset xform on the 2nd character mesh and collapse the modifier stack.
Save the skin data from the 1st character, delete the skin modifier and delete the 1st character model.
(This really isn’t required, you can keep the 1st character skinned to the biped, but it isn’t needed)
Save the Max file.
The second character model is now aligned perfectly with the 1st character rig.
Apply a new skin modifier to the 2nd character mesh and select all the biped bones.
Under the skin modifier, load the skin file (.env I think) and confirm all the bones match the existing rig.
Now the 2nd character is skinned to the 1st character rig, with all the animations created for the 1st character.