I have a humanoid mecanim character rig who has no animations of its own.
I import FBX animations for idle, run and a jump.
I want these animtions to loop while the character remains in place.
The issue is Apply Root Motion setting causes problems
Apply Root Motion on: feet stay planted but unwanted translations and rotations on root
Apply Root Motion off: foot swimming during idle, but root transform postion motion as desired
Turning on foot IK for the idle has no effect.
All animations are custom in house 3dsMax files exported as FBX (bones only) baking keyframes.
The animation preview in the inspector shows the idle animating correctly without feet sliding.
I appears that , for the Idle, this was fixed by selecting the animation clip
and in the inspector checking “Bake Into Pose” for all Root Transform Options.
Exactly, if you want your motion to be in place because you want to manage the root motion by your self, select your clip in the model importer inspector and make sure that Root transform rotation and Position are all set to Bake Into Pose.