I have previously implemented a Mecanim solution, but it's a bit less than ideal, so I'm now trying to revamp my game to use the Legacy animation system instead.
Here's my issue:
I have two separate models. One is my player, a humanoid, with a Mecanim-compatible rig (if that matters at all). I have changed its rig from "Humanoid" to "Legacy - Store in Root (New)". This model has no animations.
I have another model that has all of my animations. I have tried changing these to "Legacy - Store in Root (New)" animations, but my player is stubbornly stuck in a T-Pose.
I suspect that my problem is that my animations are in a separate model file, which means... Legacy just won't work, and I'll need to re-revert back to Mecanim (fortunately, I have all of that backed up!).
Mecanim does have some issues though, especially when playing combat animations. It requires at least a tiny pause (for some reason), resulting in "runToTarget(pause)attack(pause)runToBase", which isn't as smooth as I'd like, so I thought I'd try Legacy.
Is there a guide somewhere to mapping animations from one .fbx to another in the Unity Legacy animation system? I've found some confusing things like "replace Skinned Mesh Renderer with Mesh Filter/Mesh Renderer", and I've tried that, though it's not immediately clear what difference that makes...?
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