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Separate head animations from Mixamo generated rig

Discussion in 'Animation' started by spinning_clock, Nov 29, 2017.

  1. spinning_clock

    spinning_clock

    Joined:
    Jun 22, 2015
    Posts:
    23
    Hi All,

    I seem to have a problem which I can't seem to find the solution for:

    I have a rigged Mixamo character.

    I can successfully download skeletal animations from Mixamo with this rigged character and target the animations with the character controller - which get applied to a separate T-posed model (rigged by mixamo).

    BUT...

    I need to animate the head separately so I can animate blinks, mouth movement etc, which I can do in Cinema 4D.

    If I open a mixamo generated T-posed character .FBX in Cinema 4d and export as FBX (with no changes) the character controller can no longer target the T-pose model and when playing, the character stays in T-pose. So I am unable to make any adjustments to the model.

    So in summary I need a way to animate a character head separately to a predefined Mixamo animation which follows head movements, whilst being able to switch animations with the Animation Controller. Surely this is straight forward...

    Any help greatly appreciated.
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Research avatar and animation layer masks. Those will reveal the solution you seek.
     
    spinning_clock and TonyLi like this.
  3. spinning_clock

    spinning_clock

    Joined:
    Jun 22, 2015
    Posts:
    23
  4. simon_unity261

    simon_unity261

    Joined:
    Jan 11, 2018
    Posts:
    1