- Home /
root motion stops working with blended animator layers
Hi there.
My project currently has 2 layers: Base and Actions. All the locomotion animations are stored on Base, and a few various upper body specific states are on Actions. The Actions Layer is set to Override.
I've created my Avatar Mask with the legs and feet turned off and upper body parts turned on. I have my layers working, and I can see things working in game.
Except.
If the LayerWeight for the Actions layer is set to 1.0f (100%), then the root motion of the locomotion animations stops. As I adjust the Actions layer weight from say 1.0 down to 0.5, the root motion kicks in (in relation to the value of the weight, almost like a LERP) but the rootmotion movement is no longer as fast as it should be. Changing the layer from Override to Additive doesn't help, in fact, it makes things a lot worse.
Has anyone seen anything like this before? Suggetions?
thanks David
Answer by Spudgar · Apr 25, 2018 at 07:17 AM
I'm also having this issue.. I would like to slightly override the legs when i do an attack animation so i've got a synced layer to my upper body that has a low weight just for the legs.. if you play skyrim it seems like they're character does something like that.. but when i do it something with the root motion gets funky and the player gets teleported slightly after the attack is done... any insight anyone has would be appreciated
Your answer
![](https://koobas.hobune.stream/wayback/20220612064740im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Animators deltaPosition is (0,0,0) when using override layers above root motion animation 2 Answers
Issues with Root Motion changing character position between animations 0 Answers
How to disable/override a part of an animation created in Unity 2017.4 0 Answers
Root motion / How to bake into pose Root Transform Position (x) 0 Answers
How can I add root motion to my Cinema 4d animations? 1 Answer