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Question by Heisenburger · Feb 14, 2015 at 09:57 AM · animationanimatorroot motionmechanim

Trouble using root motion.

I'm having trouble using root motion in Unity 4.6~. I have a mech anim state machine with an idle and a walk. The walk moves the transform of the Animator owner 1 unit. When the state switches back to idle, that translation is undone (the idle has no animation clip on it). I have root motion checked, I'd expect the translation done by the walk anim to stay applied. Does anyone know how to accomplish this type of behavior?

Thanks

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avatar image meat5000 ♦ · Feb 14, 2015 at 10:04 AM 1
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Bake x-z in Import

avatar image Heisenburger · Feb 14, 2015 at 04:03 PM 0
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Thanks for the reply. I am not importing animations. $$anonymous$$erely making animation clips on each state of the state machine. The translation is actually x-y (maybe I should rotate my 2d game board). I'm thinking root motion might not be working because I don't have a rig. $$anonymous$$aybe I should be looking into a solution that smoothly keeps the translation of a state as it resets back to the idle state.

avatar image meat5000 ♦ · Feb 15, 2015 at 08:29 AM 0
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You can refer to this article, which should get things going for you.

http://docs.unity3d.com/$$anonymous$$anual/ScriptingRoot$$anonymous$$otion.html

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