Hey, there! I just got a freelance job that should have been a simple process, but it's starting to turn into a total failure. My cleint sent me a FBX with a simple dummy mesh, and a rig (already posed into an squatting and aiming with a double handed weapon), now, he wants me to animate that rig into other animations. But…
If he can do that in two clicks in Unity (which is not 3d animation package, as we know), why won't he do that himself? Sounds like BS. AFAIK any time you bake and export animation into FBX, you remove all controls and solvers, because: a) they are not working with baked animation at all b) they can cause trouble, because…
Thanks for the replies guys! Yeah, he says he can do that.. but I bet he understands Ik solvers and T-pose as something else... Anyhow, he can not animate, so that's why I had my doubts about his '2-clicks'. So, at the moment if I import the FBX (bones and geometry) with the 'no animation' setting, the rig is posed as in…
I'm not an animator but maybe you could use your own rig, make animation with it and retarget animation in Unity to your client rig? I seems to recall that I saw something like this in one of the tutorials about Mecanim, where some other monster animation, which had four arms, was used to drive animation of some other…
There are animation masks that you can use. Thanks to them you can even use different rig for animating each arm :) . That's some really cool stuff available with Mecanim.
If he can do it in two clicks in Unity, he clearly doesn't need you to do it :P (Read: He can't. For these types of jobs, it's always best to avoid them if you can... they rarely end well.) That said, if you're lucky, there's probably a reference pose (t-pose) in there somewhere - the animation needs a reference point…