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Root Motion Node WITH Bake Into Pose - is it an issue?
Hello,
I'm working on a setup where one character has to ride on the back of another. Let's say, Rider and a Horse. These are two different characters.
I animate Rider with it's root joint parented to Horse's back (socket joint).
Now I need to zero-out root motion on Rider, and I would like to do it inside Unity.
To do this I go to Animations tab of the animation, Tick all Bake Into Pose, and THEN select Root Motion Node. This does what I need, riders stays firmly in 0, and can ride the horse fine :)
If I don't tick all Bake Into Pose checkboxes, then rider slowly drifts away, starting from 0,0,0.
The question is - is this expected\documented behaviour? Can I use such workflow? Should I expect any problems with it? Or should I zero-out root joint motion in DCC app (Maya, max, mobu etc)?
So, to reiterate. In the end I have:
Rider animation with it's root joint moving the same way as Horse's back socket
Horse animation running
Rider animation - every Bake Into Pose ticked
Rider animation - Root Motion Node selected
Rider placed under the horse's back socket in hierarchy
It works now, but is this a hack or expected behaviour?
And if I just select the Root Motion Node without ticking Bake Into Pose - rider slowly drifts away from the horse, even though it's root joint is looped fine.
Your answer
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