Configuring a character's Avatar and idle animation

A feature that makes Mecanim so flexible and powerful is the ability of quickly reassigning animation clips from one character to another. This is made possible through the use of Avatars, which are basically a layer between your character's original rig and the Unity's Animator system.

In this recipe, we will learn how to configure an Avatar skeleton on a rigged character.

Getting ready

For this recipe, you will need the MsLaser@T-Pose.fbx and Swat@rifle_aiming_idle.fbx files, which are contained inside the 1362_07_code/character_and_clips/ folder.

How to do it...

To configure an Avatar skeleton, follow these steps:

  1. Import the MsLaser@T-Pose.fbx and Swat@rifle_aiming_idle.fbx files to your project. ...

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