Avatar (Humanoid Rig)
Unity's bone mapping for humanoid animation
Also known as: Unity Humanoid · Unity Avatar · Configure Avatar · Humanoid rig · Mecanim humanoid
Definition
An Avatar is the data Unity uses to map a character's bones onto a standard humanoid skeleton. When a model's rig type is Humanoid, Unity builds an Avatar so any humanoid animation can drive any humanoid character, which is called retargeting. The character needs at least the main bones of a human body: hips, spine, head, arms and legs. Generic rigs do not use an Avatar and play animation only on a skeleton with matching bone names.
In production
Set Animation Type to Humanoid on the model's Rig tab, press Configure to check the green bone mapping and fix any bones that Unity could not match. Use a T-pose or A-pose at export to help the mapper. Humanoid is the right choice for people and similar characters, while creatures and props with unusual skeletons should use Generic. Stay consistent across the project so animations can be shared.
Tools that use Avatar (Humanoid Rig)
See also
Animation Retargeting
Transferring animation between skeletons
Skeleton
Hierarchical bone structure for animation
Rigging
Building a deformation skeleton
Bind Pose
The neutral pose a mesh is skinned in
Character Stuck in T-Pose in Unity
Animation does not play on the character
T-Pose vs A-Pose
Neutral poses for modeling and rigging
Blend Space and Blend Tree
Mixing animations by a parameter such as speed
Ragdoll
Physics-driven body for falls and knockdowns