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added 313 characters in body
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For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

Import in Blender - Leave Bones - Yes Export - No , end bones to point but the others good , fbx

added 313 characters in body
Source Link

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

Blender+Unity direction Armature and box Mesh , in Blender select Armature (normally import -Y forward), -90 X axis , reset rot Armature and Mesh , select Armature +90 X axis (Armature 90 , Mesh 0) - export (NONONO Transform experimental ) in Unity must be Case , Armature , Hips . box Mesh all good direction

deleted 41 characters in body
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Harry McKenzie
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For a long time, I have only now come to an understandable pipeline if someone works only through the Animator API or Animation Rigging in Unity itself, it's not so important, Mesh => Mixamo => Auto rig animations and avatars from this object Hierarchy - File name(main parent object) => Hips (immediately bone) and mesh Problems - when opening in other 3D packages, there may be a problem with this hierarchy in the likeness of Blender (an extra dummy element) and Reconnect this armature to a similar mesh in the same Blender through Data properties or clearly fix animations only then problems will begin

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

myHierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is - mesh => mixamo: Mesh > Mixamo (auto rig) TorAT or A Pose =>> Blender import and export =>> Mixamo again and. This way, we get a dummy container (fbxFBX file name)  , mesh, and a dummy as a container offor fittings in whichwhere the hips beginsbegin.

allAll animations received in mixamo from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which, when editing, must be followed (I wrote through a translator) when editing.

For a long time, I have only now come to an understandable pipeline if someone works only through the Animator API or Animation Rigging in Unity itself, it's not so important, Mesh => Mixamo => Auto rig animations and avatars from this object Hierarchy - File name(main parent object) => Hips (immediately bone) and mesh Problems - when opening in other 3D packages, there may be a problem with this hierarchy in the likeness of Blender (an extra dummy element) and Reconnect this armature to a similar mesh in the same Blender through Data properties or clearly fix animations only then problems will begin

my suggestion is - mesh => mixamo (auto rig) TorA Pose => Blender import and export => Mixamo again and we get a dummy container (fbx file name)  , mesh and a dummy as a container of fittings in which hips begins

all animations received in mixamo from this object will also have the same hierarchy with an "extra" container, the name of which, when editing, must be followed (I wrote through a translator)

For a long time, I have only now come to understand a pipeline. If someone works only through the Animator API or Animation Rigging in Unity itself, it is not so important. The pipeline is: Mesh > Mixamo > Auto rig for animations and avatars from this object.

Hierarchy:

  • File name (main parent object)
    • Hips (first bone)
    • Mesh

Problems: When opening in other 3D packages, there may be issues with this hierarchy, such as an extra dummy element, as seen in Blender. Reconnecting this armature to a similar mesh in Blender through Data Properties or fixing animations can cause additional problems.

My suggestion is: Mesh > Mixamo (auto rig) T or A Pose > Blender import and export > Mixamo again. This way, we get a dummy container (FBX file name), mesh, and a dummy as a container for fittings where the hips begin.

All animations received from Mixamo for this object will also have the same hierarchy with an "extra" container, the name of which must be followed when editing.

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