V Valor New member Apr 23, 2020 #1 Hi there, I just exported a basemesh I got from Turbosquid, but I can't animate it since for some reason it isn't considered as humanoid. How can I fix this? I have the third person controller.
Hi there, I just exported a basemesh I got from Turbosquid, but I can't animate it since for some reason it isn't considered as humanoid. How can I fix this? I have the third person controller.
Justin Administrator Staff member Apr 24, 2020 #2 The Character Builder checks for humanoid by making sure the model is specified as humanoid in the import settings and has a head mapped.
The Character Builder checks for humanoid by making sure the model is specified as humanoid in the import settings and has a head mapped.
V Valor New member Apr 24, 2020 #3 Justin said: The Character Builder checks for humanoid by making sure the model is specified as humanoid in the import settings and has a head mapped. Click to expand... Is there a way I can map a head of some 3D models I import? I'm not really sure how to do this.
Justin said: The Character Builder checks for humanoid by making sure the model is specified as humanoid in the import settings and has a head mapped. Click to expand... Is there a way I can map a head of some 3D models I import? I'm not really sure how to do this.
Justin Administrator Staff member Apr 25, 2020 #4 You can specify the head in this dialogue: https://docs.unity3d.com/Manual/class-Avatar.html