Note how `Animation Type` is set to `Humanoid` for all selected assets. This is a requirement and makes sure all animations included in the sample `.fbx` files are ready to be used on a rigged humanoid model.
> :information_source: The _**Rig**_ section includes a checkbox named `Optimize Game Objcets`. It is recommended that you **disable** this so that all trasnforms included in your humanoid rig are exposed. If this flag is enabled, you will need to make sure all the joints you require for your workflow are selected in the list of `Extra Transforms to Expose`. This list is only displayed if the optimization checkbox is enabled.
### <aname="step-2">Step 2: Set Up a Humanoid Character in a Scene</a>
* **:green_circle: Action**: Drag and drop the file named `Player.fbx` into your Scene _**Hierarchy**_.
> :information_source: The reason the character stops animating at certain points in the above GIF is that the animation clips are not set to loop. Therefore, if the randomly selected timestamp is sufficiently close to the end of the clip, the character will complete the animation and stop animating for the rest of the Iteration.
This concludes the Human Pose Estimation Tutorial. Thank you for following these instructions with us. In case of any issues or questions, please feel free to open a GitHub issue on the `com.unity.perception` repository so that the Unity Computer Vision team can get back to you as soon as possible.
This concludes the Human Pose Estimation Tutorial. Thank you for following these instructions with us. In case of any issues or questions, please feel free to open a GitHub issue on the `com.unity.perception` repository so that the Unity Computer Vision team can get back to you as soon as possible.