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Using Explosive's Mecanim Animations with Synty Modular Characters

Discussion in 'Animation' started by SmugMonster, Nov 21, 2019.

  1. SmugMonster

    SmugMonster

    Joined:
    Jun 6, 2019
    Posts:
    3
    Howdy everyone.

    I've picked up Synty Studios' POLYGON Modular Fantasy Characters, and I love it. It's rigged to work with Mecanim, though no animations come with it. So I've grabbed Explosive's RPG Mecanim Animation Pack (the free version to start with), with a view to purchasing the full version if I can get this to work how I want.

    These each have their own avatars: ModularCharactersAvatar, which is what my model is using, and RPG-CharacterAvatar, which is what the animations/motions are referencing.

    I've got two problems happening, which I'm sure are related...

    Problem 1:

    There's a video by Explosive on setting up animations with a Synty character, which I have watched.

    Now, I don't need any of the character controllers or input managers or anything - I just want to apply the animations themselves to the character in their own animator.

    So I've given my character his own animator, and scripts etc. I have the ModularCharactersAvatar set as the avatar in the animator.

    I set the motion for his default state to an Idle animation, which works fine right out of the box. Awesome.

    He's progressing through the animator states as expected - when I tell it to attack, it hits the "attack" state. The motion is actually playing - the animation events on the attack motion are triggering.

    Visually, though, he's still playing the idle motion - even though he's in the "attack" state. If I switch to Scene view and step through frame-by-frame, I can see little red spheres (which I think might be IK points?) moving in the expected motion, but the actual bones/mesh don't do the right thing. They just keep playing "idle".

    Now, it's odd to me that whatever motion I put into his default state works, but nothing else does.


    Problem 2:

    I thought hey, even though both avatars are rigged for Mecanim, maybe the motions need to have the ModularCharactersAvatar instead. So I tried changing one of the animations over to that one instead of RPG-CharacterAvatar.

    I get this error: Transform 'Hips' for human bone 'Hips' not found.

    But when I open up the ModularCharactersAvatar configuration, it has a 'Hips' transform defined.

    So I'm currently stumped as to what's going wrong here. Any help would be mightily appreciated!
     
    kartonio likes this.