I’m have trouble importing an fbx back into unity and using it on my game object. What I’m doing is adding root motion to the walking and running animations, exporting it back into unity and then change the game object to use root motion; changing the animation in my animator to use that new animation, and then apply the changes. Instead, I just get a sliding object that won’t play the animations.
Yeah… gonna need more info. What is the object? What is the bone structure? Humanoid? Legacy? Skinned Mesh? What program are you exporting from to put back into unity? Does the fbx in the other program have the animation intact? Start there. Screen caps and videos help with this sort of thing.
So that’s what I’m adding into the scene. I’m using Blender. Everything seems to have imported correctly and I updated the animator controller; however the dinosaur is just stiff, moves in one direction only (no rotation towards its intended target; I’m using ICE creature control). This dino is coming from a paid asset pack I believe, my job was to modify it to incorporate root motion on it and I have 0 animation skills for this so I don’t know where to find that other information :. I could provide it if I knew where to look/
On this animator I should have 18 clips. I pasted in a standard object that Blender exported and it has 18 clips after I get it hooked up correctly. But with the same settings on my original object, this does not work; even after copying and pasting the components.
I did this whole tutorial on how to create animations with root motion:
However, it covers how to actually make the walk cycles and all of the considerations that you will need to make. It’s tmi for you, but you may find it useful.