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Humanoid root motion inaccurate during transitions
I am using root motion to drive a humanoid character's position. We have animations with root motions that move at exactly 2.5m/s. When I play an individual animation, this speed is exactly correct in the scene. However, when I allow transitions between animations (even with 0 transition duration, etc), I see the character's root motion not move exactly the distance it should.
A further example is that I have two separate 1 meter jump animations. A left -> right foot and a right -> left foot. If I create an Animator Controller for this and play these animations one after the other by hand the character moves exactly the correct distance (exactly 2 meters per jump cycle). However, when I let these transition they lose some of this root motion. (move ~ 1.95m per jump cycle, although this varies)
Is there something different I can do to ensure the root motion is exactly correct?
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