I have two different jump animations (created in 3ds max, biped rig) that contain root motion in the Y axis. Everything looks great in Max, however when I use the animations in Mecanim the jumps do not reach their full height as expected. Both animations have the same problem.
I have tried a variety of settings on the importer. Ultimately, as long as I’m using “Original” or “Feet” in “Based Upon” AND I check the “Bake into Pose” option for Root Transform Position (Y) the animations appear to be correct. However, when I uncheck “Bake into Pose” the jump animation again doesn’t reach it’s full extent/height.
This happens regardless of whether or not “Use Gravity” is enabled on the rigidbody.
It it my understanding I shouldn’t need to use “bake into pose” on these jumps because I want the root motion to be applied to the game object.
Does anyone have any ideas for me?
Thanks!