![]() ![]() ![]() Please let me know in case you have any follow-up questions. If everything is OK, go ahead and use the FBX in your game engine of choice (or in a 3D modeling application). We then export a FBX file for use in Unity. Set the character FBX to "generic" and verify the exported animation in the preview window. If yo are using a mixamo rig, or mostly any rig, you are going to want the spine setting, set to spine.The animation is now written into the FBX of your character. (Optional) Back-up your character's FBX file.Open the export settings and change to FBX (verify which FBX version and format is supported by your game engine). Set "Write Mode" to "Update Existing File" and select the FBX of your character as destination file.Sometime's you want to disable the humanoid hand/foot IK in the animation import settings (and re-import). ![]() Play the animation to verify the results.Import the mixamo animation into UMotion.Create a new UMotion project of type "humanoid" and assign your "humanoid" character to the "Pose Editor".Thank you very much for your support request. ![]()
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