Video summary
RPG Mecanim Animation Pack Character Setup v6.3 - Rigging Synty Studios Fantasy Character
Main summary
Key takeaways
Summary of the Tech Concepts (Setup & Tutorial Steps)
This video is a rigging/animation setup tutorial for the RPG Mecanim Animation Pack v6.3 (Synty Studios fantasy character workflow). It covers importing the package, configuring Unity input settings, switching to the new Unity Input System, and retargeting Mecanim animations and IK weapon placement to a new Synty character (example: Peasant).
1) Importing the Animation Pack and Handling Warnings
- Import RPG Mecanim Animation Pack v6.3.
- After import, you may see console warnings. The creator states these can be ignored.
- A pop-up about Input and Tag presets appears. Load the presets:
- Edit → Project Settings → Input Manager
- Load preset for Input
- Load presets for Tags & Layers (Layer Manager preset)
2) Loading and Validating a Sample Scene
- Load the sample scene included in the package.
- Press Play to confirm everything works.
3) Switching to the Unity Input System
- The tutorial demonstrates using the new Unit/Unity Input System.
- If the input system package is missing:
- Window → Package Manager
- Install Input System
- Restart Unity to ensure it’s active
- Confirm your setting in:
- Project Settings → Player → Active Input Handling
- Set it to the Input System package
- Update the target character prefab:
- Remove the old character input controller
- Add the new Input System controller
- Add the Player Input script
- Set Input Action to “RPG Input Actions”
- Verify the project runs correctly.
4) Retargeting Animations / Swapping Character Models
- Import the Synty Studios polygon fantasy characters package.
- Copy a character prefab (example used: Peasant) into the setup.
- Transfer required components/scripts:
- Move the IK Hand script from the old character to the new one
- Change controller to the RPG character animation controller
- Scale and align the character so the rig matches the original.
5) Moving Weapons and Skeletal Attachments
- Expand the character skeleton and reattach equipment:
- Move left-hand items to the new character
- Example mapping: shield → left forearm
- Move right-hand weapons
- Move left-hand items to the new character
- Delete the old RPG character model after equipment transfer.
6) Fixing Rig/Bone Axis Warnings (“Perfect Look”)
- When running, a warning appears related to “perfect look.”
- Fix it by adjusting bone orientation/axes:
- Configure neck and head bone axis settings:
- Neck forward axis uses Inverse Y
- Parent bone also uses Inverse Y
- Head forward axis uses Forward Z
- Parent axis uses -Y
- Reset to default as instructed
- Configure neck and head bone axis settings:
- After correction, the warnings stop and the result looks correct.
7) IK Hand Weapon Placement Verification (Left & Right)
- Ensure weapons align properly for IK hands:
- Set up a Left Hand object and drag in the left-hand bone.
- Slow down gameplay (press T) and zoom in to verify sword placement.
- If misaligned:
- Copy the component from the correct setup
- Stop the game
- Paste component values
- Run again and re-check
- Repeat the verification for:
- Attach point / IK hand positioning
- Right hand (noted as already correct, but the same verification method is used)
- Final instruction: repeat the component-copy/paste workflow for the rest of the weapons so all attachments align properly.
Main Speakers / Sources (from the subtitle context)
- Tutorial author / presenter (unnamed; speaks throughout)
- Primary software/source: Unity (Project Settings, Input Manager, Package Manager, Prefabs)
- Asset sources:
- RPG Mecanim Animation Pack v6.3
- Synty Studios Polygon Fantasy Characters (example: Peasant)