One of the most powerful features of Mecanim is the ability to retarget humanoid animationsAn animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major articulate parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting and inverse kinematics. More info
See in Glossary. This means that you can apply the same set of animations to different character models. Retargeting is only possible for humanoid models with a configured AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary. A configured avatar provides the ability to correspondence between the models’ bone structure.
When working with Mecanim animations, you can expect your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary to contain the following elements:
Your project should also contain another character model with a valid Avatar.
To retarget between character models, follow these steps:
Create a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary in the Hierarchy that contains Character-related components.
Put the model as a child of the GameObject, together with the Animator component.
Make sure scripts referencing the Animator are looking for the animator in the children instead of the root. To do this, use GetComponentInChildren<Animator>()
instead of GetComponent<Animator>()
.
Then, to reuse the same animations on another model, do the following:
Disable the original model.
Drop in the desired model as another child of GameObject.
Make sure the Animator Controller property for the new model is referencing the same controller asset.
Tweak the character controller, the transform, and other properties on the top-level GameObject to make sure that the animations work smoothly with the new model.