I am a lifelong 3ds max biped animator. I’ve always loved this rig setup so I wish to keep using it.
I’m having a lot of trouble getting a character using a biped rig to work as I want it to.
Firstly it would make sense to point out that we are using root motion and not a code driven controller.
I’ve imported the character into unity ok. but when I played an animation. ie a walk animation that I created. there seems to be a small jerk along the z axis (the direction he is moving in) from the hips occasionally when it takes a step. My original animation in 3ds max does not show this jerk when I turn on “in place mode” in the ‘modes and display’ biped configuration. The character moves on the spot smoothly.
What we came to the conclusion was that unity must be using the motion of the feet for the root motion and that the jerk must be coming from the transition of the feet. So I tried changing the ‘Root Motion Node’ in the 'Motion rollout for the animation settings in unity to the root Biped bone from the rig (default named ‘Bip’).
With that… jerk is now gone. However. The character is laying down on his side because (what must be a familiar problem to anybody reading this) of unity using different axis.
The model has been exported with z-up (although I tried both ways with no sucess).
Is this a familiar problem? Does anybody have any thoughts on where I should go from here? Is there possibly a solution that involves keeping ‘’ as the root motion node?
Thanks