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Post by kajamaz on Dec 28, 2016 14:50:25 GMT
I imported a model and when I try to apply it to the third person controller it tells me the character is not humanoid. The model is from Mixamo, its the paladin. Do you know what might be the issue?
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Post by jrackley on Dec 28, 2016 16:20:06 GMT
I imported a model and when I try to apply it to the third person controller it tells me the character is not humanoid. The model is from Mixamo, its the paladin. Do you know what might be the issue? I have actually ran into this problem a few times in the past. I believe if I remember correctly that it has something to do with the rigging. So I would check there first. Maybe someone with a little more experience can help better, but definitely check that.
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Post by kajamaz on Dec 29, 2016 1:25:06 GMT
I imported a model and when I try to apply it to the third person controller it tells me the character is not humanoid. The model is from Mixamo, its the paladin. Do you know what might be the issue? I have actually ran into this problem a few times in the past. I believe if I remember correctly that it has something to do with the rigging. So I would check there first. Maybe someone with a little more experience can help better, but definitely check that. I hope I can get some help from Invector themselves.
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Post by jrackley on Dec 29, 2016 2:02:19 GMT
I have actually ran into this problem a few times in the past. I believe if I remember correctly that it has something to do with the rigging. So I would check there first. Maybe someone with a little more experience can help better, but definitely check that. I hope I can get some help from Invector themselves. Well that is fine, but I just imported this model from Mixamo with no problems at all using Invector. Make sure that the model has the rig set to Humanoid and when you exported it from Mixamo that you chose ".fbx for Unity" and you should be good to go. ![]() ![](http://thumb.ibb.co/gO5MYv/Screen_Shot_2016_12_28_at_9_00_54_PM.png) ![](http://thumb.ibb.co/mWyatv/Screen_Shot_2016_12_28_at_9_00_40_PM.png)
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Post by uberwiggett on Dec 29, 2016 2:16:07 GMT
Hi kajamaz, as jrackley points out above, it's a simple fix. Likely the file you got from mixamo was set to a generic skeletal structure. You should probably ensure you exported from mixamo as fbx for unity (as it should set it up as a humanoid). Otherwise follow the picture attached and change the setting to humanoid. It's the same skeleton anyway, it's just the generic option is there so non bipedal skeletons can use unity's mecanim function. ![](http://thumb.ibb.co/hTztfa/helpfile.jpg) edit: haha when i started to make the post I didn't see jr's edit ![:)](//storage.proboards.com/6568894/images/ZBmrSnGk3oAEFhI1X_mk.gif)
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Post by kajamaz on Dec 29, 2016 3:21:08 GMT
I figured it out, it was in character settings. It was set to generic. Thanks everyone.
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Post by Invector on Dec 29, 2016 13:15:50 GMT
People often mistake when we say that we need the character to be Humanoid, we're talking about the Rig Settings and not necessarily the model itself
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