Making capsule collider follow player animation [SOLVED]

I have made a basic character in blender and given it 3 animations - run, vault, and climb. I have also created a script which uses raycasting to detect the height/orientation of the object in front of the player and play the appropriate animation (eg. a raycast at thigh level hits an object but one at head level does not, hence, it must be about waist height, play the vaulting animation.)

My problem with this is that if I want to, say, vault over an object, the animated character, who is a child of the character controller, will move - but the collider of the character controller will not. Now I am left with the problem that the controller and thus its collider are at some random location behind the player.

Is there any way to make the collider follow the player through the animation somehow so that once the animation is complete, the collider is still in the proper place in relation to the animated mesh?

thanks, Ss

BTW I have googled, experimented, broken, fixed, and fiddled with all sorts of solutions. They all end in strange bugs or simply do not work. Is there something that I’m missing?

EDIT: Decided to include some of the methods that I’ve tried already.

1.) moving the character controller to a new layer and instead using colliders that I attach to the foot bones of my mesh.
result: when I load up the game my character begins to spin and fly around randomly.

2.) beginning each animation, unparenting the controller, waiting for the animation to finish, and then teleporting the controller to the character’s position.
result: this would have worked, and it almost did, if not for the fact that the mesh’s “location” or “transform” or whatever it’s called (the point at which the scaling/moving/rotating tools appear) doesn’t follow the character through its animations. This means that it basically did the same thing as the controller was doing, just staying in the same place.

3.) animating the controller to follow the same sort of path as the character, then playing both at the same time in the hopes that the character and controller would end up in the same place.
result: character flips over and falls through the ground.

and many, many more… is there any way to reset the origin of a character to the actual mesh?

Do you mean this:

(31:28)?

Despite the massive necro, yes, that’s what I needed. Thanks :slight_smile:

With the Mixiamo animations’ read only issue I no longer have the “curves” or a way to add them. Anyone know how to work around this issue?