My problem is that I have two models. One is really good looking, but has limited animations and the other one looks like crap but has really awesome animations. The bone structure is almost the same.
Now I wanted to try to apply the bone structure of the bad looking model to the good looking model and just use the fbx-animation files from the bad looking model.
The part where I failed was when it came to applying the bone structure. Movements (in the editor, I didn’t try animations) just looked like crap.
My question in this case would be if it was possible to use the .fbx animations from the bad looking (but well animated) model WITHOUT applying its bone structure? (basically: keep the old bone structure from the good looking model, but somehow still be able to use the animations from the bad looking model)
If both models qualify as Mecanim humanoids the answer is YES.
If it cannot qualify as humanoid then the bone structure needs to be identical for Unity to use the animations. That means the same hierarchy of bones and even the bone name must match. If the bone structure isn’t identical then you’re on your own, depending on your models it might be possible to use 3rd party tools or cook up some code that will convert the data. However only the Legacy animation system will currently let you write your own animations from code.
They do qualify as Mecanim humanoids, the only problem is that I have never worked with Mecanim before.
Also: Is it possible to separately animate body-parts in mecanim? Example: Legs are walking, torso can be idle or shoot
(just curious, I might as well use different animations for each case)