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Question by Maria Chernykh · May 16, 2013 at 08:15 AM · animationmecanimmappingroot bone

Mecanim ignore root bone rotation

Hi there, I'm working with Mecanim and I need to understand, can I somehow ignore root bone (pelvis) rotation? My avatar mapping is shown on the screen. I've got an animation pose, where my character's got his hips (actually legs) rotated, this causes the root bone to be rotated too. But I need somehow to set it in fixed position to have proper poses when blending with the upper layer (which is used with body mask for upper body). Any advise? alt text

avatarmapping.png (115.8 kB)
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avatar image Maria Chernykh · May 16, 2013 at 08:52 AM 0
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I can ignore all root bone position changes by adding root to a mask of an upper layer, but I need only ignore rotation, that's why this way is not acceptable.

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Answer by TonyLi · May 16, 2013 at 01:50 PM

In the animation import inspector, try this:

  1. Check Root Transform Rotation > Bake into Pose

  2. Set Based Upon to Original

  3. Change Offset to the angle where your avatar is facing forward (i.e., undo the rotation built into the animation)

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avatar image Maria Chernykh · May 16, 2013 at 03:03 PM 0
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Thank you very much for your reply. It solves a problem of upperbody orientation, BUT it makes the legs of a character to be in the wrong pose. What I think I need is to ignore root bone rotation in animation (it should always stay in one orientation).

avatar image TonyLi · May 16, 2013 at 03:39 PM 0
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Sorry, I can't think of how to do that. Can you remove it from the original animation file (e.g., FBX)?

avatar image Maria Chernykh · May 17, 2013 at 12:44 PM 0
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Thank you a lot anyway. I can't remove it so I would search for another solution. I will ask a more concrete question, maybe it would help to find the solution...

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