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Question by Triqy · Sep 24, 2013 at 02:12 PM · animationmecanimfbxbiped

Will Mecanim accept biped animations saved out to .fbx?

Will Mecanim accept biped animations saved out to .fbx? The bipeds will not have any mesh applyed to them. Only animations

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Answer by clunk47 · Sep 24, 2013 at 05:06 PM

Yes. Have a look at Raw Mocap Data for Mecanim in the Unity asset store. It includes a default avatar, yes, but the animations included are just data that you can apply to you own avatar.

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avatar image clunk47 · Sep 24, 2013 at 06:29 PM 1
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Try it. I'm no animation guru, just giving you the information I have found from a bit of googling related to your question.

avatar image Triqy · Sep 24, 2013 at 06:38 PM 1
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Hold my beer...lol

avatar image Triqy · Sep 25, 2013 at 04:56 PM 1
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Thanks for holding my beer lol I tryed it and it turns out that you can drag out a biped in max and just animate the biped and then use yor custom character and avatar with the bipeds animation. First try was a bit wonky but with a bit of tweeking ,its a valid option a person can use.

avatar image Triqy · Sep 26, 2013 at 05:32 PM 1
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Yes the issue was resolved.

-If you have 3dsMAX and you want use bipeds in Mecanim to animate your custom made characters with you avatars.

-Drag out a Biped in Max and then center it at 0,0,0.

-Animate your biped to your hearts content and then drag select your entire biped and export selected out to Unity as a FBX file.

-In Unity, Select the FBX, go to your animation tab and set up your FBX as a huminoid character and hit apply.

-Click on the FBX and drag and drop your animation in to the animator view and set it as defualt animation.

-code to move/play and Tweet as nessecary.

avatar image clunk47 · Sep 26, 2013 at 06:31 PM 2
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Cool cool, glad you got it figured out :) If my answer helped you come to this resolution, it would be super cool of you to accept it and vote it up ;) +1 for posting detailed info for others with this issue :D

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