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Question Multi Aim Constraint Bug

Discussion in 'Animation' started by tabagoo, Apr 7, 2021.

  1. tabagoo

    tabagoo

    Joined:
    Oct 8, 2020
    Posts:
    4
    I tried following this tutorial:

    So my character can look at enemies while its animation plays.
    I first tried it using a model from mixamo, which worked perfectly. But, I tried using the multi aim constraints on my own character and now it freaks out and floats in the air. Not sure if anyone found a solution but it'd be much appreciated!
     
  2. Le_Clair

    Le_Clair

    Joined:
    Sep 5, 2017
    Posts:
    4
    I have the same issue :( Have you found a solution?
     
  3. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,442
    Looks like root motion is breaking it. Try changing the animation settings.
     
  4. Le_Clair

    Le_Clair

    Joined:
    Sep 5, 2017
    Posts:
    4
    what do you mean? is there a specific setup in the animation settings for this to work?
     
  5. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,442
  6. Nassim_Kraiem

    Nassim_Kraiem

    Joined:
    Jul 15, 2020
    Posts:
    2
    Enabling IK Pass in layer settings (in the animator) and apply root motion in Animator Component fixed this issue for me!
     
  7. tapapouf

    tapapouf

    Joined:
    Nov 20, 2019
    Posts:
    1
    I got this problem too, with a model/rig from blender animated with mixamo, it was due to Armature scale in unity set to 100. In blender during fbx export i set scale dropdown to "unit scale". Armature scale is now 1 in unity and constraint animated model stopped floating or offseting