Learn how to set up, customize, and use humanoid animations from Mixamo in unity, Instead of generic animations that you can’t customize.
* CHAPTERS *
00:00 - Video Preview
00:13 - How To Turn A Generic Model Into A Humanoid Model With An Avatar
01:23 - How To Turn Generic Animation Into Humanoid Animations And Set A Target Avatar
01:54 - The Options Difference Between Generic And Humanoid Animations
02:30 - Explaining The Humanoid Animation Options On The Warrior
05:30 - Warrior Run Animation Set Up As A Humanoid Animation
06:29 - Explaining Root Motion With Warrior Run Example
07:14 - Warrior Walk Animation Set Up
07:54 - Turning The Paladin Model And Animations To Humanoid
10:19 - Making Another Animation From A Base Animation
11:27 - Example 2 Of Root Motion
12:07 - Example 2 Of Changing An Animation With Settings
12:47 - How To Retarget An Avatar And Animations To A Different Model
14:28 - Setting Up Amazon Model And Animations As Humanoid
15:30 - How To Test Non Looping Animations
16:01 - Other Amazon Animations Set Up
16:55 - Next Steps
* OVERVIEW *
In this video I will show you how to turn mixamo generic animations into humanoid animations and how you can customize and use them inside of unity.
First we will start by learning how to turn a generic model into a humanoid model so we can change our characters to humanoids and give them a configured humanoid avatar that will control the animations and make them customizable. We will change the warrior model to humanoid and create a new avatar from the model to be used as reference for the animations.
Secondly we will turn all of the warrior animations into humanoid animation types to be compatible with the newly updated warrior model that we set as a humanoid because otherwise they will not work as generic animations can’t work with an avatar and humanoid animations must have an avatar to work. So we will set the warrior avatar to work with his animation in the avatar definition of humanoid animations.
Then we will see the difference between the available options of generic animation and the options of humanoid animations which are mostly the bake into pose options.
After that we will learn about what each of those humanoid animation options does and what are they good for and we will see them in action on our model. We will see the way they affect how the animation runs on the model and how the offset can help us line up our character with better angles that we want to apply.
We will then setup the run animation for the warrior as a humanoid animation which will allow us to see something new called root motion which allows the animator to take control of the position of the model and update his position without having to do it through script which means that if it is applied then the warrior will keep running forward while the animation is playing instead of stating in place or snapping back once the loop is done.
After that we will finish setting up all the remaining warrior animations into humanoid version.
Then we will start turning the paladin and his animation into humanoid same way as we did with the warrior and we will see something neat when we check out his attacks and play around with the bake into pose options that it will allow us to create different looking animations from the same clip which we can copy out and use as a separate animation if we desire.
After that we will see other examples of new animations from the same animation clip and get another example of root motion in action as well as see a problem that makes root motion not work and learn how to fix it.
Eventually we will also learn how to use animation avatar re-targeting by adding the warrior avatar to the amazon model which will give us an unexpected result of changing the way the amazon looks and works. It will also make her animations not work as they are configured with a different avatar hierarchy but we will see that the warrior animations work on her as she currently uses his avatar.
After we are done with that we will set up the amazon with her own avatar and make her own animation work as humanoid animations and then we will fix each of them and test them.
And finally we will see how to test non looping animations while we are trying to find the best settings for them which is basically to make them looping until we done customizing and then disable looping in the end and then we will finish setting up the amazon model and animations and be ready for the next steps with all of our models and animations turned into humanoid versions.
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