Configuring a character's Avatar and idle animation
A feature that makes Mecanim so flexible and powerful is the ability of quickly reassigning 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 the 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 contained inside the 1362_07_code/character_and_clips/
folder.
How to do it...
To configure an Avatar skeleton, follow these steps:
Import the
[email protected]
andSwat@rifle_aiming_idle.fbx
files to your project.Select from the Project view, the
MsLaser@T-Pose
model.In the Inspector view, under MsLaser@T-Pose Import Settings, activate the Rig section. Change Animation Type to Humanoid. Then, leave Avatar Definition as Create From this Model. Finally, click...