#Customizing my character
1 messages · Page 1 of 1 (latest)
The upperbody mask that you show should not have the Root selected
It's hard to say, have you tried documentation and validator tool?
when does the problem happen?
Previously, the player's mesh was stretched, now it seems to be normal. But the pre-animation doesn't work
are your animations compatible with your character?
The character has a mixamo skeleton, maybe this is the problem?
the skeleton does not matter, are your animations compatible with your skeleton?
I have seen people use characters from this asset and it worked
Probably there is a nuance that does not allow you to animate the character
is your character humanoid?
generic
what animation are you trying to use?
what animation are you trying to use? Humanoid animations will not work with a generic character and vice versa
i use generic animation
but what animation clip specifically? Is it compatible with your skeleton?
How do I check skeleton compatibility?
what animations are you using? Is that an animation pack from the asset store or mixamo?
no, these are normal animations from the kinimation demo
then it won't work with your generic character, you need to switch to humanoid if you want to use the demo animations
I will try
@cobalt quail Why should I use a Humanoid for my characters instead of Generic?
if you want to use demo animations, you need to use humanoid. There's no difference for the system between humanoid and generic types
@cobalt quail
Hello, I switched from Generic to Humanoid, but without success.
what error do you get in the validator?
@cobalt quail Animator: Rig Type Mismatch. Although Character's Rig is set to Humanoid
click on the error to expand its contents. I strongly recommend checking out documentation
@cobalt quail I'm using only Humanoid animations from the Demo version for my character. Why do animations for the Character from the demo version work, but not for mine?
You need to update the demo files, but you can ignore this error for now, it won't have any effect on the system
Why says that JumpEnd is a Generic animation, even though the animation settings are set to Humanoid.
it was a problem with the previous demo package, you can ignore this
@cobalt quail Should I select my character's avatar IkRig in the Source for animations?
no, it's not required for humanoid animations
@cobalt quail So what could be the issue with the non-working animation? Do you have a test project where your character is implemented, so I could investigate it myself?
The demo project has a humanoid prefab, what exactly is not working on your end?
I have a humanoid prefab, but I'm not using it because I'm creating my own character following the documentation
The setup process is the same for humanoids and generics
@cobalt quail
Oh my god, the problem was in the Bone Container. I had problems with Setup Rig with it, but without it, all the bones were found, and the animation played correctly.