So i created this model in makehuman and also added the skeleton there. Then I imported it into Blender using mhx2. From there i exported it to unity using the fbx format. In unity i configured it as a humanoid rig. When i try to create animations for it it flips around all over the scene. What am i doing wrong?
I recorded my problem, you can see it here: http://sendvid.com/fiihqecx
(sorry, wasn’t able to attach it to the thread bc of the upload restrictions)
Why are you attempting to animate a 3D character rig in Unity when you have a superior animation package in blender?
If you create animations in blender and import them in - you will not experience this error.
There is probably a proper process for animating a 3D rig in Unity - however since it’s not the suggested workflow - I can’t help with that.
Make sure the fbx file is imported as Animation Type → Humanoid. You set that in the rig tab, and it’s not the default setting.
There’s no workflow to animate Humanoid muscles in Unity yet.
Attempting to do this will set everything to zero and set the character in relaxed pose (what you are seeing here).
The Humanoid animation type was never meant to be animated in Unity, mostly because animating characters without any of the sophisticated features every professional tool has is going to be insanely frustrating.
That said, we are working on a proper character keyframing workflow, but it won’t be available for a while yet, because we have to work on a lot of missing underlying systems before.
In the meantime, I strongly suggest you use Blender to animate your character, unless you really like to do this the hard way.
Okay, im gonna use Blender from now on ;D Thank for all the answers guys!
i dont have blender, im on version 2021.3.16 and im just trying to make a walking animation (with a gun). do i have to do something special to get it to let me animate the model? its the kyle robot model in the unity asset store
that’s the link to the model. do i just have to download a animation from somewhere else? or is there a way to fix it. hopefully someone sees this