Hi there, I’ve been having an issue with an animation in Unity that I cannot seem to solve.
My problem: I have a simple talking animation in which the character’s feet are planted to the ground with some hip movement and gesturing (just to make it look natural).
The feet don’t stay in place though in Unity and the entire character is bobbing up and down slightly. The animation looks wrong right upon import. The same animation works perfectly fine in Unreal though, so there seems to be a difference in how Unity prefers its animations?
I’ve attached a gif to showcase the problem (the end is Unreal, that’s how it’s supposed to look like).
The character itself can play animations correctly. I’ve tried retargeting dance animations from mixamo in Maya to my character and importing them, they work fine. So the problem is with the animation itself I think.
I’ve tried soo many things, for example:
- Switching animation types, humanoid, generic, etc. → no effect
- retargeting the animation to a different skeleton in Maya (e.g. Mixamo) → same issue
- enabling and disabling root motion in the animator component of the character → no significant change
- changing the root node in the character’s import settings → only makes it worse
Does anyone have any pointers what Unity asks of animations in order to look correct?
Would appreciate any help… really…