HI, I hope Keldryn is here. I made a model with Maximo/Adobe Fuse, standing idle animation, female elf with a dress. Made the .fbx into a .prefab in Unity. Put the prefab into the scene. and she won't do the standing idle animation, nothing. I tried changing around some of the settings in the inspector, but no animation. anyone if you have any ideas, that would be great. thank you.
If that doesn't work, zip up the model and PM me a link and I'll have a look at it for you.
While you're at it, you should also check "Bake Into Pose" and "Based Upon: Original" for all three Root Transform settings, as her feet are drifting and rotating slightly during the idle animation (you can see it clearly if you zoom in and look at her feet in the scene view while the game is running).
If you want to use other animations with her, you're probably best changing her rig to "Humanoid" type so that you can retarget those other animations to her. The body parts are listed twice in the .fbx file because the first set (the blue block with the white tag on the side) are the (Skinned) Mesh Renderers, and the second set (with the grey grid icons) are the base meshes themselves (before any materials are applied).
So there's nothing unusual going on here; you'll see the same thing any time you make a prefab out of an imported 3D model (sometimes the meshes will be parented to the Mesh Renderers).
Yes, the "mixamo.com" is the animation, and you won't see that in the prefab either.
Create a new project, add a ground plane to the scene, and drag the model onto it. Check the Loop Time and Loop Pose settings as well as the three Bake Transform/Rotation settings. Then you'll know for sure if there's a problem with the model/animations or not.
E.g. if the player is floating in the air, your controls probably don't use gravity to keep it on the ground.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!