Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Animation and Culling mode

Discussion in 'Animation' started by TMPxyz, Jun 12, 2014.

  1. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
    Hi, I have a question on animator's culling mode,

    Assume that the culling mode is 'Based on Renderer', I want a npc to jump from high place down to ground, and I use an animation to control the 'hips' of the npc to implement this 'jumping down',

    and if the high place is quite high that the AABB 's out of the frustum of the cam,

    So it will cause the animation to never update, and i will never see the npc jump down, right?

    If so, should we always turn on 'Always update' for RootMotion models?
     
  2. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Culling doesn't affect root motion evaluation. Animator root motion is always evaluate independently of the culling mode

    Best regards
     
  3. TMPxyz

    TMPxyz

    Joined:
    Jul 20, 2012
    Posts:
    766
    That's great for root motion, and what about the animation without rootmotion?
    E.g. The model's transform is always on the floor, but the hips is animated to drop from very high place, so will the model to always stay un-updated and never drop down?
     
  4. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,675
    Root motion does include all 3 axes: x,y,z. And in such case your root motion should include these 3 axes otherwise you will get an unexpected result. ;).

    By the way root motion can be animation driven or script driven(OnAnimatorMove)