- Home /
Why an animation that rotate a character of 360° changes also its position?
Hy guys,
I have made a simple animation in Blender for my character. It simply rotates the character of 360° but I noticed that the coordinates of the character change after executing the animation. It's not a big changing but it happens and I cannot explain why, could you help me to understand?
I am sure the animation in Blender doesn't affect the position. The character has attacched: an animator controller, a capsule collider and a simple script that set a boolean varible to launch the animation.
Answer by Loius · May 06, 2013 at 05:48 PM
Animations contain positional information. Animated objects must be childed to a control object which is moved instead, or they must be moved in LateUpdate.
If you're using Mecanim, disable 'Apply Root motion" in the Animator.
To clarify, of course animations never change your real position (your transform.) They just move around the verts via bones. That results in the confusion of a bouncing ball animation that appears to move the ball, but really doesn't.
So mechanim fixed this by adding an extra step that assumes the root bone is for controlling position, and copies that motion to the transform. For example, the modelers I know never have spine as the root. They always have a root flat disc (for gross position and turns, which often never moves) then a vertical disc (for lean.)
Ok so, I should disable "Apply Root motion" and then I should move the control object to translate the character...is it in this way?
Your answer
Follow this Question
Related Questions
Problems with Blender files and animation 1 Answer
How should I import a snowboard character? 0 Answers
fbx animation to> blender 1 Answer
Unity -build for iOS using Xcode - broken animation 1 Answer
Animation is deforming mesh 0 Answers