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.
For this recipe, you will need the
Swat@rifle_aiming_idle.fbx files, which are contained inside the
To configure an Avatar skeleton, follow these steps:
Swat@rifle_aiming_idle.fbxfiles to your project. ...