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The Rig tab allows you to assign or create an avatar definition to your imported skinned model so that you can animate it - see Asset Preparation and Import
If you have a humanoid character (ie, two legs, two arms and a head) then choose Humanoid and ‘Create from this model’. An Avatar will be created to best match the bone hierarchy - see Avatar Creation and Setup or you can pick an alternative avatar Definition that has already been set up.
If you have a non humanoid character e.g. a quadruped, or any animateable entity that you wish to use with Mecanim choose Generic. After choosing you will then need to identify a bone in the drop down to use as the root node.
Choose legacy if you wish to use the legacy animation system and import and use animations as with 3.x
|Animation Type||The type of animation.|
|None||No animation present|
|Legacy||Legacy animation system|
|Generic||Generic Mecanim animation|
|Humanoid||Humanoid Mecanim animation system|
|Avatar Definition||Where to get the Avatar definition|
|Create from this model||The Avatar should be based on this model|
|Copy from other Avatar||Point to an Avatar config set up on another model.|
|Configure…||Go to the Avatar configuration|
|Keep additional bones|