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Question by SamuelBoxold · Oct 16, 2015 at 06:08 PM · animationmovementroot motion

Animating a non-humanoid for root motion?

I just recently started using Unity and Blender for a hobby, and it's been great. I'm working on a project where I would like a "blob" to be an enemy character.

I animated this character (with a rather odd bone structure), including motion forward, however when Importing the .fbx into unity, I ran into an issue where it cycles through the animation (moving forward), and resets the position to 0 when the animation completes...

I notice that rigging the humanoid models seems a bit easier to manage here.

any suggestions?

alt text

thanks in advance!

screenshot-1.png (256.6 kB)
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Answer by Kali2048 · Oct 17, 2015 at 01:29 AM

Just animate the forward motion by code in Unity. You character should stay at 0,0,0 in blender during the walk cycle.

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avatar image SamuelBoxold · Oct 17, 2015 at 05:39 AM 0
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Thanks mate. I already have a working code for moving forward. I was just confused by the other animations I've been using where they do not stay in one place. Thought it would have been nice to do something like a knockback animation (ins$$anonymous$$d of program$$anonymous$$g it).

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