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Assigning a Root Motion Node error: Replaces Mesh

Discussion in 'Animation' started by Sadware, Feb 3, 2016.

  1. Sadware

    Sadware

    Joined:
    Jan 31, 2014
    Posts:
    3
    Hi folks, thanks in advance for any advice.

    In Unity 5.3.1:
    I'm working on a Maya rig, exported as an FBX with a set of animation clips.

    Some of my animations have root motion, so I am attempting to set the root of the skeleton as the root motion node. However, when I assign ANY root node, my mesh is replaced by the default Mecanim humanoid inside all of my animation clips. I am using a "Generic" animation rig. My rig is not even humanoid, so all the animation is broken of course...but it does track the root motion properly...

    Am I missing something? why does assigning a root node break my rig in the inspector?
     
  2. Sadware

    Sadware

    Joined:
    Jan 31, 2014
    Posts:
    3
    Hi again, Issue solved! It was something very simple as I expected:
    This small button. After selecting a root node, I just had to load the proper model again, in the animation inspector.
    aha.jpg