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mechanim weird behavior [Unity free version]

Discussion in 'Animation' started by MikeShah, Feb 25, 2015.

  1. MikeShah

    MikeShah

    Joined:
    Feb 16, 2015
    Posts:
    1
    Hi Community,

    I am getting started with animating a model using the mechanim system. I have a idle, walk, and jump state. The problem I am having is that I want to transition to a new animation when I hit a key, and then translate my model appropriately, without using any root motion.

    • I have made sure Root motion is unchecked.
    • I had to create an empty game object, then put a new child game object under it with the Mesh.
      • The empty game object (the parent) contains the Animator
      • The game object (i.e. child object with the mesh) is what has any colliders, rigid body, and the mesh filter.
    • My model will translate, but the translation is exaggerated more and more as I move away from the origin.
    • I have uploaded the source below, trying to keep it very very simple.
    Thanks for your help!
    Mike
     

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