So my rigs our unique, they follow the Unity Native setup for easy import, with some lesser finger bones, because even the most simple native rig in both Unity and Mixamo have too many spine & finger bones, my idea with these was to be as simple as possible so people would not have to do LOD's on animations and rigs down the line. But if someone wanted to run it through Mixamo's auto-rigger all they would have to do is remove the rig (And the skinned weights from my rig to save on weight calculations) then do the Mixamo Auto-Rig.
What I'm going to do though, is before the end of the day I will update this asset to include the Mixamo Rig as well. You're not the first person to ask for this, so I definitely want to update all my assets to have that option. But I have a lot of characters and I'm always busy with commission work. So if theirs any other models you've purchased from me, just send me an email or DM on Twitter and I can give those characters the Mixamo update too over the next few days :)
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.
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.
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Hi, it seems that the cultist doesn't come with the talking animation like it says on the page? When I import to Unity I can't find it anywhere.
It is in the blender source, not sure why it's not showing in export. Busy investigating now :)
Forgive the late reply, but thanks for the assistance!
what format this uses?
It contains the source .blend files, and on export .fbx. But if you need it in another format I can pack that with too :)
fbx is good, also another question, do your models work with mixamo animations?
So my rigs our unique, they follow the Unity Native setup for easy import, with some lesser finger bones, because even the most simple native rig in both Unity and Mixamo have too many spine & finger bones, my idea with these was to be as simple as possible so people would not have to do LOD's on animations and rigs down the line. But if someone wanted to run it through Mixamo's auto-rigger all they would have to do is remove the rig (And the skinned weights from my rig to save on weight calculations) then do the Mixamo Auto-Rig.
What I'm going to do though, is before the end of the day I will update this asset to include the Mixamo Rig as well. You're not the first person to ask for this, so I definitely want to update all my assets to have that option. But I have a lot of characters and I'm always busy with commission work. So if theirs any other models you've purchased from me, just send me an email or DM on Twitter and I can give those characters the Mixamo update too over the next few days :)
I added the Mixamo rigged version :)
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
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.
Hi, is it normal "Humanoid" rig now? Because Mixamo is not correct rig obviously