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Update 1.1 "Mechanim Fixed"

Animations not working or being detected in Unity has been fixed, was purely a name mismatch on the animations. Everything should work perfectly now and all animations will pick up when the fbx is brought into Unity.

I bought it before checking. Mechanim compatible rig?

I was trying to achieve that initially, but I've had issues with animations used from mechanim. (Puppeting is always an option)

It is the same rig as the rest of my psx characters is what I was trying to say, so you can share animations across them.

The mechanim riddle is one I'd like to solve though, so we can chat via email: flumen.work@gmail.com

Hopefully I can get the mechanim compatibility working with some input from the community.

Thank you for the support and message. Have an awesome day

Deleted 68 days ago

That is great, thanks. The Unity work chain orbits around Mechanim. Everything is much easier to do in Unity if the rig is mechanim.

All good I totally understand, should have the update out by tomorrow. The awkward thing is that the rig is unity native, you will see that when you bring it in via the rigging menu. But for some reason Mechanim animations don't work with my rig, my assumption is it something to do with the way I've structured my IK Targets. It's something I will have to research and test more in the future.