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The mocap data tells the bone where to move, the bone tells the skin where to move ;) If you use a standard biped it should work..
I don't have much experience with mixamo. Sure for the rig you have to do skinning and set the weights properly to have the extent of deforms on...
If you can see the animation in Unity preview you should make it work to use it in the Animator. You could check if you have set up the Animator...
Take a look at the Collider of the character, it should touch the ground.
Maybe you could use Mixamo Auto-Rig https://www.mixamo.com/
What you also could try is to set the Rig of the model and the animation to "Humanoid" and check Apply Root motion in the Animator.
Well it's hard to tell. You could test your model with some default animations or a default model with your animations. In this way you could...
Have you added the AnimationController to the model?
In Mecanim I have a Blendtree with running animations in different directions. When I change the direction parameter onStart it lasts some time...
You could also use Mathf.RoundToInt
I had a similar problem with a transform position of a bone. In the end the wrong value came from setting the position in FixedUpdate(). When I...
I read several times that you consider to update it to Mecanim, so would be great if you could tell us what is the state. I mean using Legacy is...
Will you update it to Mecanim? If not, how big so you think is the effort to change this on my own?
Hello, do you use Mecanim for the animations now? And ist the Animator with Root Motion?