The Mixamo Blog: Playable Motion Packs

The Mixamo Blog
the official blog for mixamo.com
Playable Motion Packs
Oct 21st 2011, 17:41
Playable motion packs are Mixamo’s answer to plug-and-play game ready 3d animation. Using these motion packs, you can literally preview
animation logic on Mixamo.com – the way you would see it in your game. The packs also come with ready-to-use character controller scripts
for Unity 3D, which are available at the time of download.

The downloaded animation files can be used with any control logic in any game engine (you don’t have to use ours!). If you’d like to request
a controller for a different engine, please email support at mixamo dot com.

Here’s how it works…

On Mixamo.com:

1. Pick your pack (/motions)

motion pack example

2. Change your character (or use ours)

motion pack character tray

3. Preview animation

This is the cool part. You can click on each animation state, use keyboard controls, or preview each animation file one-by-one (use the animation tab). This is essentially a real-time preview of what your animations will look like when plugged into the Mixamo Character Controller or when using your own.

motion pack play animation

4. Download pack

5. Download scripts for Unity 3D (in download tray)

The “Graph Text Asset for Unity3d” contains the animation states definition and the information about blending from a state to another.

The “Controller Script for Unity3d” is the script connecting specific keyboard controls to the animation states.

motion packs download scripts

In Unity 3D:

The following steps illustrate how to set up the motion pack and controller on your character. These same steps can also be used if your just simply using the Mixamo Animation State Machine as your controller.

1. Create an Empty GameObject that will act as the master node for the character or NPC

2. Place the character (mesh with skeleton and animations applied) into the new Empty GameObject. (Thus making it a child of the Empty GameObject).

3. Add the AnimationStateMachine.cs script to the Empty GameObject.

4. Set the Target to be the character place inside the Empty GameObject.

5. Set the Graph Text Asset to be the JSON .txt file containing all the state information.

6.Add a CharacterController to the Empty GameObject.

7. Set it up to line up with the character’s feet.

8.Add the provided controller or your own custom controller.

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