Sure! I will try to elaborate. When importing a humanoid animation into a Unity project, proper alignment depends on the compatibility between the imported rig and the character's avatar. The animation might not align as expected if the imported rig does not accurately match the avatar's humanoid rig. This misalignment occurs because the rig's bone hierarchy and joint orientations may differ from the target avatar. This type of problem can (usually) be solved by the code demonstrated in the Animation Post Processor. You could fix them manually, but it becomes incredibly tedious to do this if you have a ton of animations and they were all made for an avatar that doesn't match the one you are using. This scenario is actually the reason I built this tool initially: I had to fix 200+ humanoid animations for a project where the animations had been created for a different avatar than the one being used in the game, and the legs and arms were all misaligned.
Dude. I've wasted SO much time doing this stuff manually. I'm usually a compulsive automator... to a fault. But reflection is still murky waters for me and this didn't even occur me. Thanks for the amazing content (for like the twentieth time).
what is not explained here is what you should do with the Animation Post Processor Settings script. mine isnt being populated with anything, i dont know where it should be if its suppose to be on the model or not or just be in the scripts folder doing its magic. in runtime, it isnt being populated with anything, no reference avatar or reference FBX. am i missing something?
I recall you had a video about this. I'm currently integrating some Mixamo animations, and everything seems to be working fine. However, I'm curious if there's a more streamlined approach. Also, I'm unsure why it's necessary to name the FBX file with '@Walking' for the rename function to work properly on the animation.
@@damonfedorick Haha this video is so old, the recording is cringe. It might make for a good content refresh, maybe we could make it better by talking about importing Unreal animations too or something. I'll make a note.
Can you go into details why at begging of video avata walks that why ?
Sure! I will try to elaborate. When importing a humanoid animation into a Unity project, proper alignment depends on the compatibility between the imported rig and the character's avatar. The animation might not align as expected if the imported rig does not accurately match the avatar's humanoid rig. This misalignment occurs because the rig's bone hierarchy and joint orientations may differ from the target avatar. This type of problem can (usually) be solved by the code demonstrated in the Animation Post Processor. You could fix them manually, but it becomes incredibly tedious to do this if you have a ton of animations and they were all made for an avatar that doesn't match the one you are using.
This scenario is actually the reason I built this tool initially: I had to fix 200+ humanoid animations for a project where the animations had been created for a different avatar than the one being used in the game, and the legs and arms were all misaligned.
That looks super useful. Thanks a lot for doing this, and also thanks for taking the time to explain and comment the code. Have a great day!
the first script in your project when you start from zero, the best!
Glad to hear that!
Dude. I've wasted SO much time doing this stuff manually. I'm usually a compulsive automator... to a fault. But reflection is still murky waters for me and this didn't even occur me. Thanks for the amazing content (for like the twentieth time).
Glad you like this one, I think it's the first video I ever made!
highly apperciate , excellent work
Dude, thank you
what is not explained here is what you should do with the Animation Post Processor Settings script. mine isnt being populated with anything, i dont know where it should be if its suppose to be on the model or not or just be in the scripts folder doing its magic. in runtime, it isnt being populated with anything, no reference avatar or reference FBX. am i missing something?
can you revisit this ?
Maybe... is there something not working or needing improvement?
I recall you had a video about this. I'm currently integrating some Mixamo animations, and everything seems to be working fine. However, I'm curious if there's a more streamlined approach. Also, I'm unsure why it's necessary to name the FBX file with '@Walking' for the rename function to work properly on the animation.
@@damonfedorick Haha this video is so old, the recording is cringe. It might make for a good content refresh, maybe we could make it better by talking about importing Unreal animations too or something. I'll make a note.
@@adammyhre i would not stress about it, i can use it as it just to speed up my work flow.