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Rootmotion with normalized-time animation state

Discussion in 'Animation' started by ViniciusBrochetto, Oct 22, 2018.

  1. ViniciusBrochetto

    ViniciusBrochetto

    Joined:
    Feb 20, 2017
    Posts:
    1
    Hi,
    I'm trying to create a charging attack mechanic in my project, but I'm having a weird interaction between rootmotion and normalized time in the animator.

    When enabling the normalized time in the animator state the rootmotion movement behaves like in the example below.



    And by just disabling the normalized time it works as I would expect.
    (The animation hang is just because I disabled the normalized-time but it still waits for a trigger)




    This is how the animation state is set-up. The only difference between both GIFs is the normalized time parameter.




    Currently I have a workarround, that is just disabling normalized time and setting the animation speed, but I would like to have a little more control over the speed so I can have different weapons use the same animation but with varying charge speeds.

    Is this a bug or an intended behaviour? And if it is an intended behaviour, is there any way I can change that?
     

    Attached Files:

  2. VeryHotShark

    VeryHotShark

    Joined:
    Mar 11, 2017
    Posts:
    13
    Hi I have the same problem, Did you manage to fix it somehow?