How it works...
Preparing our character for animation took many steps. First, we created its Avatar, based on the character model's original bone structure. Then, we set up the Animation Clip (which, as the character mesh, is stored in an .fbx file), using its own Avatar.
After this, we adjusted the Animation Clip, clamping its size and making it a loop. We also baked its Root Transform Rotation to follow the original file's orientation. Finally, an Animator Controller was created, and the edited Animation Clip was made into its default Animation State.
The concept of the Avatar is what makes Mecanim so flexible. Once you have an Animator Controller, you can apply it to other humanoid characters, as long as they have an Avatar body mask. ...
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