I downloaded a character in Mixamo without any animations and then proceeeded to download a separate FBX with animation then without any mesh, so I have 2 FBX files.

I then proceeded to add the model in my scene, add an Animator component and create a AnimatorController. I add the animation in AnimatorController. Here it how it looks like:

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So I'm expecting the model to run upon Play and it did but the problem is how its displaying. It looks like this:

enter image description here

The running animation is playing but there's another model at the background following the running model.

I don't know what's happening and what I did wrong. Any ideas, please?

BTW, Rig animation type is set to Generic. I tried Humanoid as well, still the same.


Added images of Heirarchy and Assets

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  • \$\begingroup\$ Show us your object in the hierarchy. It looks like you've accidentally stacked two instances of the mesh in your scene. \$\endgroup\$
    – DMGregory
    Jun 25, 2019 at 11:14
  • \$\begingroup\$ @DMGregory: I've added an image of the Hierarchy and I added how my Assets looks like as well. After downloading in Mixamo, I just dragged them in in my Assets folder and then dragged to the Scene. \$\endgroup\$
    – g_b
    Jun 25, 2019 at 23:13
  • \$\begingroup\$ OK, I know what's causing it but I don't know why. When I added the Mesh Filter and Renderer and assign Beta_Surface mesh to the Filter, that happens. I added the renderer because I needed Renderer.Bounds in a script I attached to this character. Everything works as I need it to though if there is Mesh Filter and Renderer attached but the Renderer is unchecked. I thought being unchecked would be equal to the renderer not attached. Clearly I am not understanding how this renderer works. \$\endgroup\$
    – g_b
    Jun 26, 2019 at 8:53
  • \$\begingroup\$ I think I get it now, there's already a Skinned Mesh Renderer and the Mesh Renderer works when unchecked because mesh is still there just isn't rendered. So I shouldn't add a Mesh Renderer because there is a Skinned Mesh Renderer but the script I'm using returns null on Renderer.Bounds without adding the Mesh Renderer. Currently, this is my problem. \$\endgroup\$
    – g_b
    Jun 26, 2019 at 9:06
  • \$\begingroup\$ I can get around this by adding a Collider and then changing code to get Collider.Bounds instead of Renderer.Bounds but I wanted to avoid calling Physics.SyncTransforms (I use object's Transform.Translate). Is there any way I can get that bounds of the Skinned Mesh Renderer (that is in the child of 'xbot' prefab) from a script that is attached to 'xbot' prefab? \$\endgroup\$
    – g_b
    Jun 26, 2019 at 10:19


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