Mecanim Root animation not working on Kinematic Characters

Hi,
I’ve been unable to find a way to have “root” animation apply to a kinematic character. Whats happening i that the entire character (ik handles, feet, etc…) are rotating with the pelvis rather then the root. Our skeleton is set up as follows:

Root

  • IkHandles
  • Pelvis
    other bones under pelvis

I’ve tried all the combinations of import settings I can think of, baking the root transform rotation etc… but with no luck.

Enabling the “Apply Root Motion” option sort of fixes the problem (minus physics sliding) but then our characters need to be non-kinematic or the system errors out (and we really need the characters to be kinematic).

Any help would be appreciated, thanks.

Also even if we rework part of our logic to make the character non-kinematic I’m not seeing a way to make the animation not rotate the character though its force? The root of the animation never moves just the pelvis.

Here is a video. http://www.youtube.com/watch?v=ut2sBBFKUvI&feature=youtu.be

I’ve tried every setting I can think to set but can’t get the feet to not turn with the pelvis. The animation works fine in legacy. It should also be noted that the animation works fine in preview.

I looked at the robot tutorial and noticed their avatar is set up to use the “root” as the “hips”. I tried that as well but that just broke my model.

Out of ideas for now.

A video of what my animation looks like in preview and the settings: http://www.youtube.com/watch?v=rW82dUSmyKc&feature=youtu.be

New discovery… This only happens when using the animation on a layer with override. Now I’m really confused :frowning:

Relinked the animations, everything suddenly works.

Glad you could help you. :slight_smile:

Might as well ignore the sarcasm. Sorry I didn’t see this till now, I could have told you the problem is Animator, not your rig.

Best advice when whatever you do doesn’t seem to make visible difference in mecanim, shut down unity and restart it, because Animator is buggy as hell.