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Rootmotion with child skinned mesh

Discussion in 'Timeline' started by clownhunter, Jun 26, 2021.

  1. clownhunter

    clownhunter

    Joined:
    May 26, 2013
    Posts:
    49
    In my setup I have a parent gameobject with the character's capsule collider, rigidbody, controller, etc. and a child gameobject for the animator and skinnedmesh. The child object has a script to handle animator root motion. When using timeline and an animation track, a clip with root motion won't pass that change up to the parent object when previewing so it's hard to get an accurate view of what it will look like in game. Is there any way to get that to trigger correctly?
     
    maheshputra likes this.
  2. clownhunter

    clownhunter

    Joined:
    May 26, 2013
    Posts:
    49
    Another issue I'm finding is parenting/unparenting during a playable. For example if I have a car with two characters in it drive up to a building and then have them get out, I need them to be children of the car until they arrive, then unparent them from the car. It seems like this could cause issues when playing back in the editor, but is there a better way to accomplish this? A custom track for setting one gameobject's position to another's?
     
  3. clownhunter

    clownhunter

    Joined:
    May 26, 2013
    Posts:
    49
  4. maheshputra

    maheshputra

    Joined:
    Aug 10, 2018
    Posts:
    14
    me too, still have the same problem