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Question by ramonfr · Jul 06, 2016 at 11:45 PM · animationmecanimanimationclip

Remove all location transformation from animation clip

Hi there,

I downloaded the "Raw Mocap Data" asset by Unity Tec, which includes a pack of .fbx animations ready to use with Mecanim.

For example, during the walk animation, the player moves forward.

However, in my game, I need to ignore the translation along the X and Z axis. If I don't do so, it doesn't work very well. So the walk animation must play, but the player must not move forward.

I know I can constantly set location of the player via script, however in this specific case it doesn't work very well.

I gotta know how to keep the location of the animation always the same, at the center. How can I do this?

I tried importing the .fbx animation into Blender, then I opened the Dopesheet. On the left list, I can delete every line labeled with "Location", however, there are way too many "Location" lines, it will be a lot of work to do this for every animation I'm going to use.

Thanks in advance!

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avatar image _Yash_ · Jul 07, 2016 at 05:15 AM 0
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Place a script on the object being animated and use lateupdate function to override animation position.
Vector3 initialPosition; void Start(){ initialPosition = transform.position; } void LateUpdate(){ transform.position = initialPosition; }

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Answer by theANMATOR2b · Jul 07, 2016 at 12:31 AM

In Unity check bake into pose on Root Transform Position XZ.

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