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Question by beeboks · Dec 27, 2014 at 08:04 PM · animationmecanimroot motionhumanoid

Root motion never at origin with humanoid avatar

Hi!

I'm trying to create some animation for my character using the Humanoid avatar for the first time. The issue I'm running into is that when I bring my animation into Unity, the animation is always relative to the hip joint, not the root transform at the world origin, so any animation where the hip isn't in the base position gets moved around, so getting my feet placement accurate is becoming impossible. Here is an example of a landing animation I'm doing in both Maya and Unity. How can I get the Unity version matched up to the Maya animation?

In my humanoid avatar, I have the main origin controller set as the root in the humanoid avatar, so I figured it would use that position to link up the animation, but it is still using the hip joint as the origin point.

I have tried every setting on the animation import settings, baking into pose using original, center of mass, feet, etc. It shifts the animation a little bit but never to where it needs to be.

Maya

Unity

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