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Question by AlanGreyjoy · Aug 02, 2014 at 09:19 AM · blenderanimations

Animations are effecting the charecters rotation after play

My models animation is done in blender. All the animations exported perfectly fine. walk, run, idle, and jump all play perfect in the animation window.

But, when go from running to walking, the entire model is leaning forward horribly bad.

I am using the 3rd Person Controller script for movement and animations.

This is a picture of what is happening alt text

Any help or tips would be amazing. I have been stuck on this for a long time now. I did notice that, if I reanimate my model in blender with its back NEVER leaning forward for the run, than it works perfect. But its a run animation, the body is supposed to lean forward.

aniproblems.jpg (202.4 kB)
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avatar image meat5000 ♦ · Aug 02, 2014 at 08:32 AM 0
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You need to make a $$anonymous$$aster Bone that is the root of your skeleton. If you have this already this could mean its not selected on your skinned mesh renderer.

In any case, this is behaviour of a rigidbody with no character controller. You often need to add some code to keep things from falling over, or click the x and z rotation constraints on the rigidbody.

avatar image AlanGreyjoy · Aug 02, 2014 at 04:23 PM 0
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I do have a master bone. I was using the mecanim feature, but found it to get in the way of things. Although, it did work perfect, so I may just go back to using that ins$$anonymous$$d.

I have a character controller and a rigid body component added. I also checked the x and z constraints in the rigid body component. But nothing I do seems to fix it. The only thing that I can do to fix it, is reanimate the toon with its back straight while running.... which just looks retarded xD

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