Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
14
Question by dotWasim · Sep 03, 2016 at 11:32 PM · root motion

What's root motion and how it works?

I'm reading Unity Animation cookbook book. And I'm stuck at "Root Motion" topic. All I can understand now is Root motion allows the GameObject to move with the motion clip without coding. and it depends on the root node.
But I can't imagine/understand how ? or what're that related properties like "Bake to pose" .. what's the pose..? I searched the web to find anyone talking about it.. but no helpful tutorials there! I tried to read from unity docs about the topic but it made it worse.. https://docs.unity3d.com/Manual/RootMotion.html

Please help me with example/link/replay

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
45
Best Answer

Answer by dotWasim · Sep 04, 2016 at 02:09 AM

After spending more time searching/watching videos/ reading from other books to understand everything. I'll put my answer here for anyone face same difficulties understanding this topic

Treadmill vs root motion: There are two types of animation, treadmill and root motion. Treadmill means that the animation stays at the origin and we use code to move that asset around. Root motion means the motion is built right into the animation and it's the animation that determines how far something moves rather than code.

Then you have to watch this video to get an idea about how it looks in Blender and later in Unity when you import the character & animation https://www.youtube.com/watch?v=d5z9dEnE4DE

Root Transform Rotation: This option captures the rotation of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion rotation. With this option selected, the rotation will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every animation that shouldn't rotate the character. You can set the Based Upon option to one of the following options:

Root Transform Position Y: This option captures the vertical movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the Y axis. With this option selected, the Y axis motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for every “on ground” animation (unless it's a jump).

Root Transform Position XZ : This option captures the horizontal (XZ) movement of the root node and applies it to the whole game object. You can set it to Bake Into Pose to disable the root motion in the X and Z axis. With this option selected, horizontal motion will be treated as a visual effect of the animation and will not be applied to the game object. You should set it to true for all stationary animations (such as Idle).

Good animations may combine both traditional(treadmill) and root motion ways.

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image GilesDMiddleton · Nov 14, 2016 at 07:39 PM 0
Share

I'm glad I'm not the only one whose really confused by all the options and the fact there's two root motion settings.

I've created a 90 degree left turn animation for my dog. It's really nice, in blender, the dog actually ends up pointing 90 degrees to the left. I also rotated my root motion bone 90 degrees to the left hoping that would help unity know what to do with the character.

The trouble is - when I put this into Unity, the root motion amplifies the animation, and my dog animates 180 degrees then snaps back to the root motion. Have you come across this problem or solved it yourself? I could be doing this all wrong.

It'd be really hard for me to animate the turn 'in place', but maybe that's my only option.

avatar image Elias-Dev · Sep 21, 2017 at 06:47 PM 0
Share

Thank you very much!

avatar image jrstudio47 · Mar 30, 2018 at 03:41 PM 0
Share

Great Help!!

avatar image Alzoco · Dec 10, 2018 at 01:02 AM 0
Share

This should really be a sticky or something! Thanks, was extremly usefull to understand it. Happy coding ^^

avatar image SantaKlaus · Oct 16, 2019 at 11:59 AM 0
Share

Fantastic post! Thank you so much!

Show more comments
avatar image
0

Answer by DSivtsov · Nov 02, 2021 at 08:06 PM

@dotWasim All right except "You should set it to true for every “on ground” animation (unless it's a jump)."

More correctly will be: "You should set it to True for every animation, where you will move Character GameObject by Axis Y by code (Unity Script), also are including the Jumping animation. If you will not move the GameObject of the Character along the Y-axis (by code), but want to implement "Jump" as the movement of bones (parts of the character's skeleton) from the jump animation, if it is present in the animation that was imported, you must set it to False. Many popular the Jumping "In-place" animations doesn't include the movement of bones, which will track the full bones movement at real Character Jump (say simple - in these animations the Root Node not up on demanding height)."

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

78 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rootmotion fall 0 Answers

root motion problem. direction parameter set to 90 on start 0 Answers

Moving player with animation 1 Answer

No generate root motion curves button in unity 5.3.5 2 Answers

Root Motion causing door to shift left 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges