I don’t know if this is relevant. But I got my test character out of MagicaVoxel and threw it into Mixamo.
The Avatar Definition tells me everything is allright with the armature, but when I move my character during play, it doesn’t leave the T-Pose. It updates it’s position and stuff, but doesn’t play the animations. I think I did all correct but perhaps I’m missing something?
Player -> Animation: I attached my testCharAvatar
Rig is on Humanoid and like I said Create from this Model is fine.
The character looked “good” in Mixamo. (in other words… it played an animation :D)
Furthermore I realized, that the animations aren’t played in the ThirdPersonController. I deleted my testChar and checked the animation state with the default character.
You imported an asset from elsewhere, changed his type from Generic to Humanoid, and the rigging indicators are all green in Unity. Does that sound about right?
Now, you removed all the Ethan child objects from the Player object, and throw this model in as a child of the Player object.
Okay. So at this point, we’re trying to get Ethan’s animations to run with the new model… is that correct? Or did you import new animations for this model?
If you’re using Ethan’s animations, you’ll want to check the Player’s Animator component and make sure the standard asset’s animation controller is in there. (I don’t remember what it’s called. ThirdPersonAnimationController, maybe? The point is there should be one there. The avatar has to be changed, which you said you did, but the animation controller should remain the same.)
Please note that the player’s component should be called Animator, not Animation.
If you’ve done all that, you should be seeing some results. If not, we’re going to need some screenshots to help out.
Don’t really know what caused my issues. Perhaps I shouldn’t rename the components? But I guess I have arranged something wrong or attached the wrong animator and stuff, because my Import Settings were kinda ok…
You shouldn’t have to do this if you are going to use Ethan’s animations. The whole point is you don’t want to import animations created with the model because you want to use your own, instead.
That was for debug purposes only I deleted him afterwards.
This character was just to “just try it out”. I’m pretty new to this voxel topic and I wanted to try something else like my regular 3D stuff. So I wondered if this work. And luckily it does
I’m sorry to revive this old post, but I’m having exactly the same problem.
I made a character using MagicaVoxel in T-Pose. I’ve imported it to Mixamo site and animations played ok there. Everything is fine. So I’ve downloaded an animation in fbx for Unity, but when I’m importing it into unity, my character remains in T-Pose and it’s not moving.
I’m not using Ethan’s animations, I’m using an exported Mixamo animation with a character I’ve created myself in MagicaVoxel