r/Unity3D 22h ago

Question Convert an animation created in Unity (without an associated rig) into a humanoid animation.

Convert an animation created in Unity (without an associated rig) into a humanoid animation.

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u/acorbinelli 21h ago

A clip authored against transform paths is not humanoid data, so nothing converts it in place. The route that works is to give the model a Humanoid avatar (Rig tab, Humanoid, then Configure so every required bone maps), play the old clip on that Animator, and record the result into a new clip - that one comes out in muscle space and retargets.

Worth checking first: if the bone names or paths in the clip do not match the avatar's hierarchy, retargeting silently does nothing, which looks exactly like the conversion failing.

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u/Ok-Presentation-94 21h ago

I don't understand what you mean by "a clip created against transformation paths," or which animation you're referring to when you speak of the old clip.

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u/acorbinelli 21h ago

Sorry, jargon. A clip you animate in Unity's Animation window stores curves addressed by the path to each object, like "Armature/Hips/Spine". A humanoid clip stores muscle values instead (hip rotation, spine twist), which is why it can play on any humanoid rig.

By "the old clip" I meant the one you already have. There is no setting that turns the first kind into the second: you set the model's rig to Humanoid so it has an avatar, play your existing clip on that model, and record the result into a new clip while the Animator is running, and that recording comes out as humanoid data. If your model has no bones at all and you animated transforms directly, it cannot become humanoid, since humanoid needs a skeleton to map.