For references to this workflow:
- DAZ Base Skeletons to Unity
- DAZ Optimize G2 for Unity
- DAZ G2 to iClone7 for Animations
- iClone7 Animations to DAZ G2
- Mixamo to iClone7 for Animations
You will want to go through importing and setting up the base skeletons so the animations will reference the singular skeleton.
However, for this workflow a new skeleton can be made then have the skeletons linked by script.
Drag the FBX file into Unity 2018 in the folder of your choice….in this example we are using a Female Walk Cycle…
In the Genesis Framework:
- Folder => Assets/Genesis/Actors/Character/Animation/Walking/Female
- FBX => f_walk_fwd.fbx (FBX 2014 Binary)
Click on the imported file in the Project then click on the Rig button
Rig as shown then click on Apply
Click the Animation button then set up as shown. You can change the animation name here but we will be extracting this animation shortly and changing it there. Click Apply when done.
Now we will extract the animation into a .anim file in Unity by selecting the animation in the FBX file and pressing CTRL+D.
Genesis > Actors > Charact
f nalk fad “>
We will test this animation on our Base Skeleton in a Testing Scene.
Open up the Animator Tab and select your testing Animator Controller. Drag and drop this into the Animator Controller slot in the Base Skeleton in the scene.
Now drag the animation (f_walk_fwd) into the Animator Tab worksheet.
Press Play Mode and watch our success.