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  • Imported animation clips are also listed in the Clips section of the Animations tab.
  • You can add new clips by clicking on the plus button below the Clips section. You can also remove clips by clicking on the minus button.
  • You can rename each clip by using the input field above the Source Take drop-down menu.
  • You can choose the source take (the animation stored in your FBX file) for each animation clip with the Source Take drop-down menu.
  • You can also trim the animation clip by editing the Start and End input fields.
If you are using Blender, make sure to rotate the rig -90 degrees in the X axis, apply the rotation in Blender and then rotate it again, +90 degrees in the X axis. The rotation of the rig in Blender should be: 90 X, 0 Y, and 0 Z. Your model should be facing the -Y axis in Blender (when you change the view to FRONT, you should see the face of your character). Blender and Unity use different axes alignment: in Blender, Z is up and Y is back; in Unity Z, is front and Y is up. This little trick solves the problem. Your model after import should have 0 rotation and should be facing the Z axis. It is important for moving objects (such as characters) and rig configuration. If you don't do this, your model will have -90 X rotation after the import.
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