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Mixamo and Unity to give you a quick and robust animation system. This overview will pick up after you've auto-rigged and animated your character so if you're not familiar with Mixamo or Unity you may want to check out some of our other useful documentation:
- Create characters in minutes with Fuse Character Creator.
- Upload your own character for auto-rigging and animation.
- Use Mixamo's animation library to bring your character to life.
- Learn about Unity's Mecanim animation system with our quick-tip guide.
- (Advanced) Tutorial: Mixamo and Unity Advanced Mecanim Animation
Once your character has been created, rigged, and animated on Mixamo, you're ready to take all that awesome into Unity and make a game!
Start by getting your character. If your character was created in Fuse or auto-rigged, you'll need to download it from Mixamo.com. From the My Characters page, select your character and download in the .fbx for Unity format with the t-pose option on.
You'll also want to download the animations you've customized. Use the .fbx for Unity format and choose the option "Skeleton Only". You only need the mesh data once and that's already held in the T-Pose download!
In your Unity project first import your character file. In the inspector for the .fbx import change to the "Rig" tab. Change the animation type to Humanoid or Generic. Humanoid is best if you want to use the same animation across multiple human-like skeletons. Generic animations can be retargetted but only across identical skeletons. Humanoid and generic rigs/animations are not compatible.
You also want to set Avatar Definition to "Create From This Model". An Avatar is essentially a definition of your skeleton, letting Mecanim know "myBone_L_Arm" is the same thing as what they consider "Left Arm", regardless of the names.
If you drag an instance of your character into the scene you'll notice that your imported character has a component called "Animator" on it. The animator is what's going to control the character's interaction with Mecanim, animate the mesh, and interact with your scripts, so this is a very important component!
Import your animation as well. Animation is slightly different! You want to make sure that the animation type matches the type you selected for your character import. Use the "Copy from Other Avatar" setting and choose the avatar that you created for the t-pose import. Remember that the avatar is a definition of the bone hierarchy which is already known from your t-pose import!
We're almost ready to see our character move! If you recall, when we placed our character in the scene it has an "Animator" component on it. The first field of the animator is "Controller". The Animator is there to pass information to the mesh, but we need to give it some instructions. We do this through the animator controller.
Use the Project right-click menu or the main file menu to select "Assets > Create > Animator Controller" and create a new controller. Open the Animator window (Window > Animator). The Animator is a large grid area where you can construct the instructions that your character should use to animate!
In the project view you can expand your imported animation to find a .anim file. Drag the motion anywhere onto the Animator grid and it will create a new default animation state. If you only have one animation you'll also want to set that animation to be looping. You can do this in the import options of the animation .fbx import by clicking the "loop time" option.
Now just assign your new controller to the "Controller" field of the Animator component on your character.
All done! Press play and see your character come to life!
Mixamo characters and animations are completely compatible with any other humanoid animations! You can assign a pre-made controller to your imported character, create a new animator controller, or just replace the animations to give it a customized touch.