So I’m using root motion animation for all my animated characters. I have a root joint set up at origin in my maya file, and everything seems to be correct at that end. When I import it into unity, however, despite having set the root joint to be the correct joint, I’m still getting this weird foot floating behaviour. It looks a lot like it’s using the hip joint as the root joint, rather than it’s origin joint parent, but I’m not sure why this would be. I was wondering if anyone had any experience with root motion in unity and has seen this kind of thing before? Or even if there’s a standard practice for using root motion between maya and unity - export/import settings, process, etc I’d be thankful for any insight or help!
Here is the animation in Maya, with root motion in place:
And here it is in Unity, with weird floating foot behaviour:
In terms of settings within unity, I’ve tried generic, humanoid and legacy rigs with no success - i’ve also tried ensuring that ‘Bake into Pose’ on Root transform position (Y) is checked. I haven’t been able to find any solution on forums, so again, any help would be greatly appreciated!!