I have a 3d character model made in MakeHuman. I have set up the animator for this model and used the Raw Mocap Data pack from asset store to set up movement animations. And this is working fine.
I need, however, to create some custom animations using the Animation mode. And that’s not working.
First of all, animations that are used by Animator are in Read-Only state. Due to this, I can’t even create a new clip for the model.
OK, so I’ve duplicated the movement animations, switched them in Animator and got rid of the READ-ONLY property…
I can now create a new clip.
When I want to animate my character’s hand for example (I want to rotate it a bit), I start the recording, I am adding keyframes and change the rotation… but it gets reset, and no animation is recorded…
I think this was possible in earlier versions of Unity? Is this some kind of issue in 2017? Or is this on purpose?
Is there any fix for this problem??
Thanks!
I have no hands on experience editing/creating a humanoid animation in Unity - as that is not the suggested workflow.
Although a developer can ACTUALLY fumble through creating/editing humanoid animations in Unity, Unity’s animation editor is not built for this. To edit/create humanoid animations - the best option is to use a 3D animation package.
It will save you time, effort, and money spent on headache medicine.
Consider trying out blender because it is free.
Special note: I’m only parroting what several Official Unity employees have stated here in the forum several times before. @DavidGeoffroy and @Mecanim-Dev have commented on this topic several times.
I currently have access to 3ds Max students’ license, so I can test it out.
I just thought I could do some quick animations within Unity…
Anyway, thank you very much for quick response.
Have a nice weekend!
It’s a lot simpler and it takes a lot less effort to do it all inside of unity, I could do it in blender, but that would take ages, I would have to export the model back to blender, then export the bike I’m trying to do an animation to ride on, then I would do the animation, and then have to export it back to unity, it’s just a lot of work, doing it all in unity is A LOT simpler, but I’m having the same issue