When I download a MIxamo animation, (Crypto character) and add an idle → jumping sword slash animation also from Mixamo or any other animation, the models start floating in the air. It sometimes gets worse when they rub up against other models. I tried adding a root motion control script, freezing rotation on x and z, freezing position on y, animating physics which help a bit to land on the ground but completely destroys the jumping part of the animation in the process. When I look at the transition preview in the bottom right, it looks perfect.
Is there a specific tutorial on using Mixamo models and adding fighting animations so this floating does not occur? It seems so fundamental yet resources are lacking.
Hey @Taka_Nobu , can you double-check you have both the model and animations set to “humanoid” after import?
If yes, you might have an older model skeletal structure that needs to be updated to the new one.
Yes, I change the rig to humanoid and then I use the legacy, external materials. Mixamo is the character. How do I know if this one needs update of skeletal structure and how do I do that?
Hmm, I think I misunderstood what the issue is. Can you provide a video where you have the character selected doing the attack, so I can see the animation and the collider capsule in action? I think you have Root Motion enabled in your Animator and that messes up things.
Yes, I had that checked off. Also freezing rotation on X and Z seems to eliminate vibration of the character.
Here is a screenshot:
So what are some defaults for using Mixamo models in Unity to prevent floating in air?
Should the above suffice?
Unfortunately, there’s not much I can help you with. I have no idea what the issue is from that screenshot. And I don’t understand what you mean by “floating”. Floating can be caused by a lot of things - most common, one of your items is not positioned correctly inside the prefab (it’s not 0,0,0 in the transform).
The new and correct Mixamo bone hierarchy starts with “mixamorig:Hips”. If you only have “Hips” that might be the issue.
I’ve downloaded the Crypto Character and a “Jump Attack” from Mixamo. I’ve imported both and set them to Human. They work as intended. See them here.
In this video you can see the mesh “jumping” but the Capsule Colider is not moving with it becasue the animation has its Y position baked inside the actual animation.
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