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).
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.
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.
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.