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Root Motion slowly veers off track
I am using the Greatsword animations from Mixamo on a Mixamo character in Unity (2018.4). Using the default settings (generic) the animations play properly. When I change them to humanoid, the root motion, in addition to moving forward, rotates slightly to the left. If I set the Root Motion Node to "Root Transform", the animation plays correctly (no unwanted rotation) but the root node doesn't move with the character, resulting in the character snapping back to its origin once the animation completes.
Does anyone know of a way to counteract this unwanted rotation? I would very much appreciate the help. Thanks.
Answer by seahorse-operator · Aug 24, 2020 at 10:59 AM
@Ben_Iyan : it's probably a good bet that you no longer need an answer, but I came here looking for an answer to the same question. I managed to resolve the 'veering-off-course' issue and thought I'd come back and leave a reply for posterity's sake.
Instead of setting the animation clip's 'Root Motion Node' property to '', I set it to 'Root', which is, I believe, the avatar's root bone. Not sure if a difference between rigs will render this information useless, but there you go. Also, don't forget to check the 'Apply Root Motion' checkbox on your character's Animator component in the Inspector.,It's probably a good bet that you no longer need an answer, but I came here looking for an answer to the same question. I managed to resolve the 'veering-off-course' issue and thought I'd come back and leave a reply for posterity's sake.
Instead of setting the animation clip's 'Root Motion Node' property to '', I set it to 'Root', which is, I believe, the avatar's root bone. Not sure if a difference between rigs will render this information useless, but there you go. Also, don't forget to check the 'Apply Root Motion' checkbox on your character's Animator component in the Inspector.
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