One of the most powerful features of Mecanim is the ability to retarget humanoid animationsAn animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major articulate parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting and inverse kinematics. More info
See in Glossary. This means that you can apply the same set of animations to different character models. Retargeting is only possible for humanoid models with a configured AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary. A configured avatar provides a the ability to correspondence between the models’ bone structure.
When working with Mecanim animations, you can expect your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary to contain the following elements:
Your project should also contain another character model with a valid Avatar.
To retarget between character models, do the following:
GetComponentInChildren<Animator>()
instead of GetComponent<Animator>()
.Then in order to reuse the same animations on another model, you need to: