Prerequisites
This tutorial uses Unity 2021.3.6f1; previous versions apply.
FBX import into Unity
This article will walk you through how to import Move motion data FBX and apply it to your own character or metahuman in Unity.
1.1 Import Character Mesh
You will need to import the static.fbx file of your rig before then importing the animation .fbx file. The animation is then applied to the static.fbx file which includes mesh data.
In your Unity project, right-click in your Assets folder and select Import New Asset.
Select your character and select Import. The character will be available in the assets folder where you can select the character and bring up an inspector pane on the right.
In the rig tab, choose the Animation Type: Humanoid. Click Apply.
Drag the character into the scene.
1.2 Importing Move Animation FBX
Right-click into your Assets folder and select Import New Asset.
Select the pre-retargeted move .fbx file (i.e. take_name_actor00_rig_name.fbx) and select Import. The animation will now be available in the assets folder.
Select the animation. On the inspector pane on the right, in the Rig tab and choose the Animation Type: Humanoid. Click Apply.
1.3 Create Animation Controller
Right-click your assets folder and select Create > Animator Controller. Rename it to what you like.
Double-click the created Animator Controller to open the Animator window.
Drag the imported Animation from the Asset Folder into the Animator window.
To prevent foot sliding: - Select the imported Move animation inside the Animator Controller within the Animator window - In the inspector panel, check the box by “Foot IK” - If there is still a small amount of foot sliding, you can select the imported FBX in the Asset folder and go to the Animation tab in the Inspector panel. Here you should turn off the “Anim. Compression” (Default is “Optimal”).
Unity might import the FPS incorrectly (30 instead of 60). In that case, set the Speed to 2
1.4 Add Animation to Character
Select the character in your scene. Drag the Animation Controller into the Controller in the inspector window under Animator
1.5 Correct the Animation Rig if needed
In some cases, the animation’s bones may not be correctly assigned; in this case, the animation rig must be adjusted. Select the Animation in the Assets folder.
In the Inspector window, click configure under Avatar Definition
If the hips are misconfigured: drag the Hips from the Avatar Configuration window on the left to the Hips Node in the Inspector window
At the bottom of the node setup in the Inspector window click Apply. Then click Done to return to the Scene. The animation should now be correctly applied to the character.