How to import character from Mixamo with animations

I am in desperate need of a way to import a free character from maximo with the walking and idle animation.

I have been trying for 2 days in a row now trying to get this to work but I just cannot do it.

What I want is the following:

I want to download 8 free character models from Mixamo (example this one: https://www.mixamo.com/editor/new/gm115510901?character_id=122137) and get the ‘walking’ and ‘idle’ animation (maybe later I might want more, but for now I just need these). I noticed I can get these animations from https://www.mixamo.com/motions. I then download these for Unity (.fbx) with 60FPS. And I try to import them as a new asset into my unity project.

When I then drag the character onto the scene I want to be able to do in code the following:

npcObj.GetComponent<Animation>().animation.Play("npcidle");

and

npcObj.GetComponent<Animation>().animation.Play("npcwalking");

I duplicated the ‘walking’ and ‘idle’ animation from models I downloaded already, and when I add an Animation component to the newly downloaded models and put these animations in. They just don’t work at all. The character stays in it’s T-position.

What am I doing wrong? Is the ‘method’ I am using completely wrong, and is there an easier way to do what I want?

If the question is unclear please do not hesitate to ask for further clarification. This is very important to my ‘game’ and I am getting desperate!

PS: the character example I gave here https://www.mixamo.com/editor/new/gm115510901?character_id=122137 also seems to be very buggy when I directly place it onto the scene. It looks awful! However, the two other ones I tried look perfect! So I don’t know if it’s something I am doing wrong or if it’s because of Mixamo (in the Mixamo editor it looks perfect though…)

Kind regards,
Dennis

Well, not that it will help you 2 years later, but I am having a ^&#% of time getting Mixamo animations to co-operate in regards to their skeleton naming conventions matching with my model. All but 1 or 2 so far come up in the animation window with yellow text and say all the bones are missing.

These animations are massive and it is difficult to rename this many items manually. If you don’t look in the animation window and see that the animation is mismatched it does pretty much exactly what yours is doing, just sets there not playing the animation. Fails silently.

Perhaps your animation was broken by a bone or 2.

@gdennis