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Question HOW DO I GENERATE ROOT MOTION CURVE ON ANIMATION CLIP?

Discussion in 'Animation' started by SVAFnemesis_, Dec 19, 2021.

  1. SVAFnemesis_

    SVAFnemesis_

    Joined:
    Jul 15, 2020
    Posts:
    21
    Normally if you import a piece of animtion from FBX you'd have the option to choose a bone as root node, and when you do this, Unity copys the selected bones and generate an independent root motion curve named MotionQ and MotionT , all while the selected bones' curve still exist (not getting deleted), right?

    So what happens when we're working on clips that does not come from FBX? Are we forced to use whatever that is on top of the clip hierachy?

    For example, this clip I have would have "root" as the top hierachy, and all animation start from "hip", which is typically how things are done. But without the "independent root motion curve" mentioned above, now root motion would simply regard "root" as the root motion curve, and root has no curve, so my character does not move while hip is doing the loop.

    Anyone has any idea how to handle root motion with generic clip?
     
  2. ShaunUnity

    ShaunUnity

    Joined:
    Dec 8, 2017
    Posts:
    28
    Same problem. Not everyone imports mocap