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Question Blend generic animation?

Discussion in 'Animation' started by KKmainK, May 14, 2023.

  1. KKmainK

    KKmainK

    Joined:
    Sep 7, 2016
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    11
  2. bobadi

    bobadi

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    Jan 3, 2019
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    670
    this is the same with humanoid animation as far as I remember (though footIK might fix it)

    this comes from not using a root node (the root position is derived from hip position and foot position)
    and the difference being blended

    you could export the animation out with a root node, and then set it as root in animation settings
    or
    you could try setting feet position baked on both animation (not sure if it would help, or if there is such setting for generic)
     
  3. KKmainK

    KKmainK

    Joined:
    Sep 7, 2016
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    Thanks for your reply!
    I made sure that the animations have a root node in motion builder, but sadly that doesn’t cut it for unity to blend from the feet. I seriously don’t have anymore ideas to try and I can’t use the humanoid Avatar because it doesn’t support my number of bones.
     
  4. bobadi

    bobadi

    Joined:
    Jan 3, 2019
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    root node did not work? that's strange. have you set it as root motion node?

    I just checked, it happens for humanoid too. and neither footIK, neither feet YPos baked helps it. it only works if original Ypos is set.

    as a last resort you could make it an animation instead of blending