Right now I have a animation controller that does not use root motion.
So when my model turns in place in game it looks odd.
I have been trying to make it so the turning looks more natural, and was told to use root motion.
The models I have also have animations with root motion.
So I have been watching a lot of tutorials on how to build root motion animation controllers.
All of the ones I have seen have turning animations.
No animation for any of the models have any turn animations.
Although they do have walk, run and strafe.
Is there any way I can still get more natural looking turning without turning animations?
Unity’s Raw Mocap Data package has root motion turning-in-place animations. If the problem is that you don’t have access to turning-in-place animations, just use those.
My third person characters use root motion for translation (e.g., walking forward/back, strafing, etc.) but control rotation separately.
For example, non-player characters let their NavMeshAgents control rotation independently of animation. Since NavMeshAgents generally only turn while moving, the end result looks good.
When the player mouselooks left and right, the player character immediately rotates accordingly. I record the relative mouse movement in an animator parameter. If the player isn’t moving, this parameter blends an in-place, non-root-motion turning animation into the idle animation. This is a common way to handle third person player characters because it feels very responsive to input. Load up just about any third person shooter, look down at your feet, and rotate in place. It’s not as perfect as root motion, but it’s good enough.