012MOCAP Unity Animation Lab
012MOCAP Unity Animation Lab
1. Open the .blender where you did rigging for the created humanoid 3D model
2. Remove the Light from the hierarchy in Blender. (Right Click -> Delete)
5. Open the Unity project and import the exported FBX file. (Assets->Import New Asset)
Part 2: Configuring Humanoid Rig in Unity
1. Click on the imported rigged human model in the Assets folder. Click on the Rig button on the
Inspector tab. Then select Humanoid as Animation Type.
2. If the rigging for your model is done properly, the following message will be displayed in the
Avatar Definition.
3. Click on the Apply button and again select the imported rigged model in the Assets folder. Then
click on the Configure button.
4. Then the following figures with bone mapping will appear in the Inspector tab.
5. Ensure that the all the bone mapping is correct and press the Done button. ( Depends on the
number of bones you used for rigging)
Part 3: Importing MOCAP Animations
1. Here, we will be using an external Unity Asset from the Unity Asset Store to create animation for
the rigged 3D character model. It is Huge FBX Mocap Library which contains motion capture
animations for humanoid models in .fbx f ormat
(https://assetstore.unity.com/packages/3d/animations/huge-fbx-mocap-library-part-1-19991)
2. First, you need to add it to your assets in the Unity Asset store. This can be done by pressing Add
to My Assets button in the above link. Here you will have to sign in to your Unity account with
your Unity ID and the password which initially set up when installing Unity.
3. Then in the current Unity Project click on the Asset Store tab at the top. Then click on the My
Assets button which is indicated in the picture below and find the added Huge FBX Mocap
Library on the list. Then press the Import button to import that asset to your project. This will
take several minutes to download and import the asset.
4. Now the asset is imported and you will be able to animate your character as below.
Part 4: Creating an Animation for the Rigged Model
3. Double click on the created Animator Controller and the Animator window will be opened.
4. Now drag the animation no. 10_03 (soccer - kick ball) t o the Animator window from the
Assets-> Huge Mocap Library -> demo -> animations folder. Now a transition from Entry state
to animation state will be created.
5. Then select the rigged model and drag the created Animator Controller into the Controller
parameter of the Animation pane in the rigged model.
6. Then play the scene and check whether the animation properly works.
7. Similarly, more complex controller is created with multiple animations under Huge Mocap
Library->demo -> controller folder.
8. Animate the model with the demo_controller and check the animation. You can switch to the
Animator tab while playing to inspect the animation transitions.