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Mecanim Problems

Discussion in 'Editor & General Support' started by Nihil688, Apr 29, 2013.

  1. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    503
    So I am doing an animation sequence with mecanim but I am having problem with one of them which uses translation on the character moving him to the right and then when I want to go to the next animation it first returns the character to the start point of the animation and then blends to the next one which is in spot.

    The animations is cut properly so there's no translation happening at the last frame. Also I've tried applying the translation to the root node of the rig but no change. Any thoughts?
     
    Last edited: Apr 29, 2013
  2. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    503
  3. UnLogick

    UnLogick

    Joined:
    Jun 11, 2011
    Posts:
    1,745
    Sounds like you have a problem with your root motion.

    You've given out too little information for me to be more specific.

    So the best I can do is say read up on root motion.
     
  4. JeppeNygaard

    JeppeNygaard

    Joined:
    Dec 7, 2010
    Posts:
    13
    Hi NiHil688

    I agree it sounds like your sidestep (right-motion) animation has a root-motion problem. For the game we're doing right now we have encountered this issue so many times. My best advice is to upgrade to Unity 4.1.2 to start with - it seems that this version is less picky about how the animation was exported. That said, you need to make sure that the root node that you identify in the inspector for your charater is actually the specific bone that holds the root animation (root translation/rotation).

    An easy way of telling if you animation import worked, is to look at the "handle" underneath your character in Unity (the circle with the red arrow inside). If it moves with the character you have set the correct root joint, if it stays in the center while your character moves, something is wrong.

    If you are exporting animation out of Maya, the best combination we have found has been Maya 2012 and FBX 2012.2

    I hope this was helpful