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Question by iv_meneses · Jul 18, 2017 at 06:19 PM · animationroot motionblender animation

Question about basic root motion.

So.. Hey, I've got two questions about root motion. I'm trying to make a souls-esque melee system and I'm starting with the animations. I would prefer on using sripted motion for walking and running but then use root motion only for moving the character during lunges, rolls or jump attacks. How would you go around implementing this, selectively turning on and off root motion? My character model uses a root bone and I would like to base the movement on it. The second question, and the reason I cannot experiment myself with the above question is that whenever I set my model's rig as humanoid and select the root bone as root motion node the model and all it's animations get rotated 90° (on the X axis, but I'm not sure), the white circle with the red arrow that represents the root on the avatar is correctly orientated on the XZ axis but has a 90° rotation on the Y. I have already checked on Blender and for all the animations there is no rotation on the root bone. So please, if someone is so kind to explain me what may be going wrong as I wouldn't like to manually rotate the model in Blender as there is no problem if there is no Root Motion and that would generate another headache for scripted motion. Thank you very much. As a little bonus question, would anyone recommend handling myself a pseudo root motion by a script triggered by events on the animations that positions the player based on the root bone of the animation?

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