Deviants059 Adding Rigged Mixamo character to character switcher
Warrior Dooehn
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Deviants059 Adding Rigged Mixamo character to character switcher
22 просмотра · 2 недели назад
Warrior Dooehn
63 подписчика
22 просмотра · 2 недели назад
Adding a New Playable Character — Quick Summary
Video forget to show that we add the event redirector to the prefab!
*1. Create the character folders*
Keep the Meshy source, Mixamo rig, Unity textures, materials, and prefab organised separately.
*2. Import the Mixamo-rigged FBX*
Use the rigged version of the character as the playable model.
*3. Set the Rig to Humanoid*
Select the FBX.
Go to **Inspector → Rig**.
Set **Animation Type = Humanoid**.
Set **Avatar Definition = Create From This Model**.
Click **Apply**.
*4. Configure the idle animation*
Rename the clip clearly.
Enable **Loop Time**.
Use *Bake Into Pose* for the root transforms where appropriate.
*5. Create the Unity material*
Create an *HDRP/Lit* material.
Add the Base Color texture.
Add the Normal Map if it looks correct.
*6. Create the visual character prefab*
Drag the rigged model into the scene.
Give it the correct material.
Check its scale and orientation.
*7. Check the Animator*
Make sure it uses the character's **own Humanoid Avatar**.
Leave the Animator Controller empty if the shared system assigns it.
Turn **Apply Root Motion OFF**.
*8. Add `AnimationEventRedirector`*
Add it to the **same GameObject as the Animator**.
This allows shared animation events such as footsteps to work.
*9. Keep the prefab visual-only*
Do *not* add movement, input, combat, camera, or CharacterController components.
Those already exist on `PF_PlayerRoot`.
*10. Save the character as a prefab*
Save it as something like:
`PF_Character_CharacterName`
*11. Add it to the Character Switcher*
Select `PF_PlayerRoot`.
Find **CharacterSwitcher → Character Prefabs**.
Add the new prefab to the list.
*12. Test it*
Enter Play Mode.
Press *C* to switch characters.
Test:
Walking
Running
Jumping
Falling
Kicks
Footsteps
Camera
Character scale and ground position
The main rule
*The character prefab is only the visual character.*
`PF_PlayerRoot` continues to handle:
Movement
Input
Camera
Attacks
Health
Animation logic
Character switching
That means adding future characters should mostly be **import → configure → prefab → add to CharacterSwitcher → test**, rather than rebuilding the player controller each time.