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Solved [Need Help] SkelonAnimationPlugin – AssetBundle not loading in plugin (Unity Conversion Issue?)

kiiiv

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Hi everyone,


I recently purchased the SkelonAnimationPlugin because I wanted to use motion data extracted from iClone8 FBX in VAM.


I initially followed the official tutorial exactly, but the AssetBundle I created was not recognized by the plugin.
So, I contacted PluginIdea directly and received an additional tutorial video from them.
I carefully followed that extra tutorial as well, but unfortunately, the result was the same — the plugin could not load my AssetBundle.


To rule out other potential causes, I tested everything in a clean, vanilla version of VAM without any additional plugins, including MMDX.
The problem still occurred, so I believe the issue is related to the Unity AssetBundle conversion process itself.


I’m starting to think I might be missing something very basic, but I can’t figure out what it is…


For reference, I’m attaching:




  • A video showing the issue




If anyone here has successfully used this plugin, I would really appreciate it if you could check my files and help me understand what I’m doing wrong.


I’ve spent several days struggling with this without success, so any help would be greatly appreciated.


Thank you.
 
Last edited:
I have no idea how PluginIdea's plugin works. So since you have actually bought that plugin, I suggest you contact again PluginIdea for support.

Alternative solution would be to use VAMSAnimate. February update of VAMStory shows off a use case with fairy wings.

You need a proper blendtree/animation controller setup with trigger parameters to control the animation. It's kind of straight forward, you can find a lot of tutorials on youtube to do that.
 
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This was his reply:


1743323832785.png



I managed to fix the issue!

The problem was solved by making the entire folder into an AssetBundle.

I’ll share a video showing how I solved it.


 

Attachments

  • 스크린샷 2025-03-30 165023.png
    스크린샷 2025-03-30 165023.png
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Yeah ok, it's a bit of a wonky implementation apparently.
I'm glad you could fix it.
 
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