Starting from Scratch

So I’m trying to make a First-Person Multiplayer Sokoban game, partially as a D&D game aid and, if it ends up working well, eventually a published title. I’ve been following the Merry Fragmas tutorial series but instead of using a capsule I used Mixamo’s Alpha model (from their Magic Pack) so I wouldn’t have to do it later and maybe forget something. While they were talking about their shooting and health mechanics, instead of skipping ahead I began working on other aspects of my game and, after making a few primitives, I realized that the animator controller I’d put on the model (the standard asset 3rd-Person controller) wasn’t actually doing anything other than a basic idle animation when last time I used it for a school project it actually ran around and stuff, but I’d been using the Ethan model and in 3rd-Person.

Long story short, I’m now trying to make my own Animation Controller using the clips from the magic pack and I have no clue what I’m doing. I’ve managed to loop the standing_idle, standing_to_crouching_idle, crouching_idle, and crouching_to_standing_idle because they seemed obvious in that regard but now I’m stuck, there are a lot of clips (4 idle standing clips; walking, running, and sprinting clips; damage clips; and the spell clips themselves) and the tutorials on animation focus on incorporating them into code and not just linking the clips together logically. There’s also the whole parameters thing that doesn’t seem to exist in Unity 5.6.1f1 where people say it is/was that’s supposed to be able to control which animation to play based on the model’s speed.

What I need is “Unity Animator Controllers for Dummies” or “Explain Animator Controllers to me like I’m 12” or something. Any and all help is appreciated. In fact, if I missed Mixamo’s own Controller and I’m doing all this work for nothing please tell me.

P.S. Since this is Sokoban, I’m going to need an animation of the player pushing a block or wall (the block is a 3m cube, so it’s significantly larger than the player). If you have a lead on a clip like that (or some easy way to make my own) that would be equally appreciated.

I’ve seen several tuts guides that will help in your situation - though I think you might be past ‘for dummies’ stage. I’m not searching - but using your search criteria here’s what came up. Have you looked at the documentation?
https://docs.unity3d.com/Manual/Animator.html
https://community.mixamo.com/hc/en-us/articles/204581427-Unity-Mecanim-Advanced-Animation
Mixamo has several tuts you might want to look into
https://www.raywenderlich.com/66523/unity-2d-tutorial-animation-controllers (still relevant even though 2D)
http://www.studica.com/blog/unity-tutorial-animator-controllers
https://www.youtube.com/results?search_query=Unity+Animator+Controllers+for+Dummies

Doesn’t Mixamo have any pushing animations? Look for either hands out push or shoulder push. There is no easy way to create your own unless you are an animator. But if you can’t find a ‘good enough’ animation in Mixamo, import a walking or stealth walk animation into blender (free) or other 3D software you have access to and just edit the upper body keyframes (probably best to use layers) to make it look like the character is pushing a big box. That’s your lead! ;):sunglasses:

I’ve looked at the official Unity docs, yeah, but a lot of it was either not applicable or simply went over my head. I also looked into Mecanim on the Asset Store and it looked like it wasn’t free. Since this is for personal use (at the moment, at least) I’m trying to keep costs to an absolute minimum. If I like it enough to bring it to market then I’ll put more polish and such on it.

I’ll check those out, too.

I’ll take a look but if I don’t find something I guess I’ll try that thing you said. Thanks.

?? mecanim is part of the Unity animation system - it’s part of the engine - totally free in the free version of Unity.
If you are talking about mixamo - afaik the mocap animations are still free as well.