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How to lock the root transform on my animations with Mecanim.
I have a set of walk and run animations that my main character uses for a networked game. I've started using a mixture of interpolation and extrapolation for when guest characters are in the game. I would like for these remote players to use the same animations, but I don't want the animations to move their position. The movement will have to be controlled by my interpolation algorithm.
Is there a way I can use the same animations on both player and remote player, or do I have to create a new set of animations and somehow lock the position?
So I basically just made a duplicate animation controller which has duplicate animations where the XZ of walk/run are baked. Is that the best I can do?
Answer by AndyMartin458 · Sep 08, 2013 at 11:26 PM
All I actually had to do was turn off the Apply Root Motion checkbox on the animator that was on the remote player objects. They still animate as expected, but all of their root motion is controlled from script.
Read more here: http://docs.unity3d.com/Documentation/Components/class-Animator.html
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