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Question by Naqser · Mar 24, 2013 at 02:15 PM · blender animationroot bone

Root bone and bone connection

Hi

I'm working on an RTS project where the skeleton is separate from the 3D models, which are attached to the skeleton ingame.

I use blender and animate everything in it, however a friend of mine told me that I needed a root bone that was forbidden to move, rotate or otherwise change any parameters. My first question is:

Does the root bone have to actually be connected to the whole skeleton, or is it enough that it's parent to the first bone in the parent series, and that child bone inherits the rotation from the root bone, in Blender. Or does unity not understand the "inheritance" system?.

The other question is that are bones required to actually be connected or is it enough if they have child-parent relationships?

How much information is actually exported in the fbx format?

Thank you in advance.

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avatar image Fattie · Mar 24, 2013 at 03:58 PM 1
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intelligent question of the day award! :O

avatar image Naqser · Mar 27, 2013 at 08:59 AM 0
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Thank you. I worked around it in Blender to connect everything, to be on the safe side, but an answer to the question would still be nice.

avatar image Fattie · Mar 27, 2013 at 09:05 AM 0
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i just think your question was too advanced for everyone here :)

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Answer by whydoidoit · Mar 27, 2013 at 09:19 AM

It depends if you are using Mecanim - which is looking for "Root Motion" the movement of the root bone and actually moves your character based on this rotation and translation.

Here's a mixamo rig imported into unity:

alt text

The root bone is the Hips here - using legacy animation any amount of translating or rotating this transform does absolutely nothing to the position of the mesh attached to it, altering any of its children does of course.


screen shot 2013-03-27 at 09.15.59.png (20.0 kB)
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avatar image whydoidoit · Mar 27, 2013 at 09:30 AM 0
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$$anonymous$$ixamo rig imported from an FBX I should say!

avatar image Fattie · Mar 27, 2013 at 09:43 AM 0
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fascinating .. so that's one of the paradigm changes with mecanim.

avatar image whydoidoit · Mar 27, 2013 at 09:47 AM 0
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Yeah it's why there's never any foot slip - because the animation moves the model not the model moves and the programmer desperately trys to balance animation speed and weight to make it look right.

$$anonymous$$uch harder when you are doing path following etc because you have to work out what animation to play at what speed to get where you want to go!

avatar image Fattie · Mar 27, 2013 at 09:51 AM 1
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it's a whole new world.

it's funny how things like that go. for 20 yrs we've all been screa$$anonymous$$g at newbies: "For God's sake - you play the animation and then move the object, what, do you think the computer magically knows where it is or something??"

now newbies will just scream back "What the hell are you talking about? Any crap animation system knows where it is at, you old Idiot" :-O

avatar image nam.duong.887 Fattie · Jan 08, 2016 at 09:27 AM 0
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I was so sad because unity animator broken for me today but yeah lol your comment is funny

avatar image Fattie nam.duong.887 · Jan 08, 2016 at 01:43 PM 0
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lol glad I gave you a laugh.

avatar image Naqser · Apr 01, 2013 at 07:27 PM 0
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Hmm, Root motion is quite an interesting thing, but how demanding is it? I'm getting the feeling that it requires more peformance to calculate movement. Would it be suitable for an RTS? Would it also require a root bone that is imobile in animations? Although, perhaps it'd be better to animate in mecanim.

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