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humanoid animation trigger root motions also on child on 2020
Hi, I just updated from 2019 LTS to 2020 LTS and I found a very strange behavior on animator/animation. Let me explain:
I have a prefab which is my main character with humanoid rig and there are multiple child with multiple skeleton and skinned mesh render like:
mainPlayer (Gameobject with scripts and animator)
|__clothes1(Gameobject empty with transform @ 0,0,0)
|__skeleton(hips etc.)
|__head/body/etc(skinned mesh render)
... more clothes, skeleton and skinned mesh render
With unity 2019, if I play an animation with root motion ( a walk with a small rotation for example) , It was perfect! The mainPlayer move accordingly to the animation, clothes1 remains @ 0,0,0 and the skeleton moves the bones.
With unity 2020 instead, also the child gameobject "clothes1" moves by the root motions values of the animation. So the mainPlayer goes to the right place but clothes1 moves by the same values of mainPlayer.
Just to be more clear: If I play an animation that moves on the Z axis by 2, the mainplayer moves by 2 and also clothes1, so the skinned mesh render are at 4.
Is that a bug? there is something to deactivate the root motion on child gameobject? With unity 2017,18 and 19 I never experienced this
thx
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