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Can This Be Used To Make GLTF Files work With Unity's Humanoid Rig? #791

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CG-Tespy opened this issue Oct 16, 2024 · 5 comments
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@CG-Tespy
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I've done a lot of googling on the topic, and have been overall kind of confused on how to make Gltf files work with Unity's Humanoid Rig. I was led to believe that Unity GLTFast or UniVRM would be the solution, but... The former seems unable to pull it off, while the latter's documentation only seems to work for those who are good with Japanese. So I thought about trying UnityGLTF here, and I'm still confused ^^; Is there no simple conversion solution for that? I'm not much of a graphics guy, so I was hoping I wouldn't have to fiddle around with stuff like Blender just to make a model rig work as intended in my game projects.

@pfcDorn
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pfcDorn commented Feb 5, 2025

Hey, sorry for the late response. Have you already find a solution for your issue? When not, where you get stucked and what exactly are you trying to do?

@CG-Tespy
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CG-Tespy commented Feb 7, 2025

I haven't, and honestly, I forgot ^^;

@hybridherbst
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hybridherbst commented Feb 7, 2025

Would be great if you could drop a file here that you tried to use with this workflow.

UnityGLTF does include an option to import files as "Mecanim Humanoid", but Unity does not fully expose all the options that FBX import has, so we're a bit limited in that regard. For example, we might need to add more bone name variants to our code to ensure that files can be imported correctly, so more test files = better results out of the box.

Just to prove that it's indeed possible ;) Here's an example of a GLB imported as "Mecanim Humanoid" with UnityGLTF, where the resulting prefab can be directly used with humanoid animation clips:

Image

@CG-Tespy
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CG-Tespy commented Feb 9, 2025

Some time ago, I've stopped trying to use gltf files for anything in particular, so I don't have any files to drop here. Still, thanks for the info

@pfcDorn
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pfcDorn commented Feb 11, 2025

Ok :)
Then i will close this issue for now.

@pfcDorn pfcDorn closed this as completed Feb 11, 2025
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