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Question by ouim · Dec 07, 2015 at 12:47 AM · animationcliproot motion

Root Motion problem?

I made a character mesh, in 3ds max, I skinned it, I exported as .fbx file and I imported it in UNITY without animation. I loaded a walk.bip file on a biped, in 3ds max. I exported it as a .fbx file and loaded it in unity, made them both, MODEL and ANIMATION, humanoid. I made an avatar for the model, copy this avatar to the animation file, made a ANIMATION CONTROLLER for this MODEL. When I look at the preview window, I I can see my MODEL walking, every thing is fine but even if my MODEL is animated properly and is moving forward, he is not moving enough, he his walking but seems to slide backward, like if he was moon-walking. Does anyone can help me to correct this behavior?

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Answer by ldeboer · Dec 07, 2015 at 07:24 AM

You have a character controller doing movement AND the animator "root motion" box ticked and turned on.

You need to decide if you are going to let Mecanim do the motion by root motion, or if you are going to do it with the character controller so you untick the root motion box on the animator

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Answer by ouim · Dec 07, 2015 at 09:19 PM

I see why you though so... I wasn't clear enough... first, I wanted to correct my animation before I use a CHARACTER CONTROLLER so I don't use one yet.... Second, I use a very simple script that determine the character's state based on user's input and I pass the information to the ANIMATOR CONTROLLER, that decide which animation to play...

SCRIPT : animationCTRL.SetInteger('speed', Input.GetAxisRaw('Vertical'); CHARACTER CONTROLLER : idleState-------->walkingState condition speed equals 1

and the walkingState does the root motion.

thanks to help and sorry for my english, I speech french...

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avatar image ouim · Dec 07, 2015 at 09:26 PM 0
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I was looking for a way to solve my problem when i found this...

" create a Dummy or Point object at zero on position and rotation, name it BoneRoot, and then parent Bip001 to that."

could it help...

avatar image ouim · Dec 07, 2015 at 11:01 PM 0
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We shouldn't look to far... I think my script, animation controller and character controller are irrelevant because my problem appear as soon as I preview my animationClip in the inspector, right after importation and with the unity model

avatar image ldeboer ouim · Dec 09, 2015 at 02:05 AM 0
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Ok then it sounds like your export rotation is wrong from 3DS to unity. From what I know it needs to be exported Z-Up but the x rotation will depend on how you created the model in 3DS.

In unity when you select the model the blue arrow needs to be forward for the character (the way it is facing).

There are youtube videos on how to do the export if you get stuck.

avatar image ouim · Dec 09, 2015 at 06:18 PM 0
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seems possible...I'll work on that...thanks

avatar image ouim · Dec 14, 2015 at 05:26 PM 0
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ok... your advice resolve a big part of my problem... thanks there was also a problem of scale. Now my character stay idle, walk forward and backward... he can also run forward and backward. but I ran in a other stange behavior, I tried to make him take side steps, a strafe kind where the character looke forward but step right. I am trying to achieve a motion in witch the moving direction is at 90 degree with the front direction, but I get a motion in witch the moving direction is at 45 degree with the front direction.

avatar image ldeboer ouim · Dec 17, 2015 at 06:01 AM 0
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You need a strafe animation. I suggest you goto mixamo.com and create an account and get a strafe animation they also have a full set of mecanim tutorials complete with code check under the knowledge base section.

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