Bip001 results in weird character root motion

When I specify the Root Motion Node to “Bip001”, the whole characters rotation is messed up, whats the problem? @theANMATOR2b

I do not have an answer for this question, however in Max you should make sure all models/rigs are created initially in the front viewport, to confirm the axis orientation is correct to work in Unity. This might be a legacy problem from older versions of Unity, not sure if it is still applies to v5.x.

As for your initial problem - see my post in your original thread.

Thanks for your reply, my unity version is 5.4, and biped is created from front viewport
2923282--216007--捕获.PNG

The reason this happens is because your root bone you chose is not upright.
When you go to your root bone, it might say its rotation is 0, but the angle of the bone is likely not upright.

  • Make the bone upright (despite how it makes your helper look)
  • redo the transforms/rotation animations for that bone (since the others aren’t pointing in the right direction).
  • Reimport to unity and you should be good.

Again, the rotation / roll of the bone makes no difference. The bone itself needs to be upright or else will read its rotation incorrectly when you select it as a root motion node.