#GET ANIMATION FROM FBX UNITY DOWNLOAD#
Now you can download an actual animation from Mixamo. In the Rig settings do the same as you did with the Blender Character: Then press the download button and in the download settings choose Format: Fbx for Unity, Skin: with skin, leave the rest as is then Download: This will serve as a kind of “bridge” to get animations from Mixamo to work on a Blender rig in Unity. Go to animations and select the T-pose animation. I’ve chosen the Y-bot character for this example, but doesn’t really matter. First off, make an Adobe account (if you do not already have one) and log in to Mixamo. Getting animations from Mixamo is pretty easy, but to make them work on a Blender armature you have to do a little bit of trickery. To do this, simply select the fbx character in the Project view, then in the inspector choose Rig, then Animation Type Humanoid and hit Apply:
![get animation from fbx unity get animation from fbx unity](https://quill.fb.com/img/developers/quill-and-unity-hero.jpg)
Unity needs to know that this is a humanoid rig. Make sure to select both the Armature and the character mesh, then File-Export-FBX(.fbx). When the skinning is done it is time to export the rigged character into Unity. Repeat these steps for all the body parts: Then select all the vertices that should move with the hips and press the Assign button. With the character selected, go into edit mode, then select the hips vertex group. I like to start at the top of the list and move down. When the character and armature are related, we can now select the character and see that the V ertex Groups list has been populated with the bone names. Automatic weighting also makes vertex groups, but automatically applies weights to the vertexes.Īutomatic is good for organic characters, but for this simple blocky character it is better to go for Empty and apply all the weights manually: Empty groups makes vertex groups for each bone but leaves all the vertex weights at zero, i.e. Generally, I recommend Empty groups or Automatic weights. Start with parenting the character mesh to the armature: First select the character, then select the armature, then press ctrl + p and choose one of the three autoskinning options under Armature Deform: with Empty groups, with Envelope weights or with Automatic weights. This can be a bit tedious if you have a high-poly, complex character (pro-tip: unless you are part of a AAA game studio, go low poly!), but luckily the character in this example is super easy to skin! Now that the bones are correctly placed and named, we can start skinning. This is not strictly necessary, but the Meta-rig name the hip-, neck- and head-bones are all called “Spine”, which is not ideal: When the bones are positioned correctly, it can be worth your while to run through the bone chains and check the names. Also make sure to zero out any bone “Roll” in the arm bones: A tip before you begin is to apply X-Axis mirror in Options. Make sure to have a little bend on the arms and legs, as this will make it easier to extend the rig later or make a ragdoll in Unity (I mean, why wouldn’t you! Ragdolls are awesome!). A good tip here is to use orthographic camera ( num 5) and switch between front view ( num 1), right/left view ( num 3 / ctrl + num 3 ) and top view ( num 7) as needed. With unnecessary bones out of the way, we can start positioning the bones to fit our character. For this example we will remove all the face and finger bones, as well as the breast. However basic it may be, this rig is way more complex than we need. This places basic human skeleton in the scene, with pre-named bones positioned roughly where we want it (press Z to toggle wireframe view): Now go to Add -> Armature -> Human (Meta-rig). It is good practice in Blender to keep the pivot point centered, so press Shift+S, then Cursor to Center (new objects in Blender get the pivot point from the cursor position):
![get animation from fbx unity get animation from fbx unity](https://cdn.shopify.com/s/files/1/0167/4686/products/UnityBlendermaxresdefault_1024x1024.jpg)
To enable this add-on, go to File -> User Preferences -> Add-ons -> Rigging (or search for rigify) then apply the check-box and press Save User Settings: A good way to save some time on humanoid characters in Blender is to use the Meta-rig that comes with the Rigify add-on. A good practice when modelling humanoid characters is to make sure the character is modelled in a T-Pose, i.e. Rigging in Blenderįirst off, we will set up a simple rigged character in Blender.
![get animation from fbx unity get animation from fbx unity](https://answers.unity.com/storage/temp/40884-maegwin-04.jpg)
If you already have a rigged character or want to use one from Mixamo you can skip the first part about Rigging in Blender and Exporting from Blender and go directly to Importing Character to Unity. This blogpost will hopefully provide some insight into how you can easily rig a character in Blender, import it to Unity and add Humanoid animations from Mixamo to use with the Mecanim system. Mixamo animations with Blender character in Unity