Configuring a character's Avatar and idle animation
One feature that makes Mecanim so flexible and powerful is the ability to quickly reassign Animation Clips
from one character to another. This is made possible through the use of Avatars, which are basically a layer between your character's original rig and Unity's Animator system.
In this recipe, we will learn how to configure an Avatar skeleton on a rigged character.
Getting ready
For this recipe, you will need the [email protected]
and Swat@rifle_aiming_idle.fbx
files, which are provided in the 09_03
folder.
How to do it...
To configure an Avatar skeleton, follow these steps:
- Import the
[email protected]
andSwat@rifle_aiming_idle.fbx
files into your project. - Select the
MsLaser@T-Pose model
from theProject
panel. - In the
Inspector
, underMsLaser@T-Pose
Import Settings, activate theRig
section. ChangeAnimation Type
toHumanoid
. Then, leaveAvatar Definition
asCreate From this Model
. Now, clickApply
to apply these settings. Finally, click...