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Animating a non-humanoid for root motion?
I just recently started using Unity and Blender for a hobby, and it's been great. I'm working on a project where I would like a "blob" to be an enemy character.
I animated this character (with a rather odd bone structure), including motion forward, however when Importing the .fbx into unity, I ran into an issue where it cycles through the animation (moving forward), and resets the position to 0 when the animation completes...
I notice that rigging the humanoid models seems a bit easier to manage here.
any suggestions?
thanks in advance!
Answer by Kali2048 · Oct 17, 2015 at 01:29 AM
Just animate the forward motion by code in Unity. You character should stay at 0,0,0 in blender during the walk cycle.
Thanks mate. I already have a working code for moving forward. I was just confused by the other animations I've been using where they do not stay in one place. Thought it would have been nice to do something like a knockback animation (ins$$anonymous$$d of program$$anonymous$$g it).