FPS Animation Validator is the right tool, if something does not seem to work as expected.
How to use it?
Drag your character prefab into the respective slot and hit Validate:
Let's break down every section and issues, which might be found by FPS Animation Validator:
IKRig: Null Reference!
This error means, that some of the bone reference in FPS Animator/IK Rig Data is not specified. To fix this, go to your FPS Animator component and assign the missing references.
Alternatively, you can just click the Setup IK Rig button in FPS Animator component.
Animator: Rig Type Mismatch!
This means that you are using animations, incompatible with your character. For example, let's say you have a Humanoid character. This error will occur if you use a Generic animation in the Animator.
The log message will tell you what animation has issues, but the general rule is to use Humanoid animations with Humanoids, Generics with Generic motions respectively.
Anim Graph: Upper Body Mask Is Null!
This means that an Avatar Mask for the Upper Body is missing. Go to the FPS Animator/Anim Graph tab and specify your avatar mask
Anim Graph: Weapon Bone Missing/Not Active!
If the error says "Weapon Bone is not active!", this means the Upper Body mask does not animate the Weapon Bone. To fix this, go to your Upper Body mask and check the rootBone/WeaponBone.
If "Missing Weapon Bone" is your case, go to FPS Animator/Anim Graph tab -> hit the Setup Avatar Mask button.
How to validate weapons?
To validate weapons, just drag your weapon prefabs into the Weapon tab:
That's how the weapon log will look like:
Click on the error to see the contents:
Now let's break down every possible weapon-related error:
Invalid Fire Rate!
This means your weapon fire rate is zero. Fire rate should be in rounds per minute (RPM).
OveralyPose type mismatch!
This means that selected overlay pose is incompatible with your character. For example, when using a Humanoid pose with a Generic character, and vice versa.
Missing Recoil Data!
Go to your weapon prefan and assign Recoil Data asset reference.
Missing Weapon Anim Asset!
Go to your weapon prefab and select the weapon anim asset for your weapon.
To create a new weapon anim asset, right click in any folder Create -> FPS Animator -> Weapon Anim Asset
Missing Aim/Pivot Point!
This error means that Aim or Pivot point references are missing. For this, you will need to assign the respective properties in the Weapon Transform Data struct:
How to validate animations?
Animations can be validated similarly to the weapons. Click on the Animations tab and drag your clips into the Validator tool:
Here're the possible error might be be found by the tool:
Rig type mismatch!
This error occurs if character and animation types are different. For example, when a Humanoid animation is used with a Generic character.
Make sure that you have animations compatible with your character type.
WeaponBone is not animated!
You can ignore this warning if your animation does not animate the weapon (like reload). Otherwise, you will need to use the Transform Retarget tool to add keyframes for the WeaponBone.