Hi guys, I’m having some problems with root motion. Here my setup.
My character is moved by a Character Controller, all the standard movement animations are not rooted.
The only animation I want to be root is a crawling not looped animation since It seems to be the best solution for me (probably not a good practice, but I have problems on moving the GameObject during the not rooted animation so I decided this animation to be rooted). The problem whit root animation is this (Look at the gif attached):
When the animation occurs, there’s a motion of the GameObject, but the character controller collider doesn’t follow the full animation. Then, if looped, the next animation doesn’t begin where it ended, like if it started where the collider actually is. It seems like a scale problem, can someone explain me what’s happening and how can i solve this?
Horrible animation apart…
EDIT:
From blender, I reimported only the animation. In the Unity inspector I did:
RIG:
Animation type = Humanoid
Avatar definition = create from this model
And now in the animation preview I see the default guy performing the animation I want! But if I import the animation on my character’s animation state machine, my girl want move a single joint (but now the collider follow exactly the animation, and looping now begin where it ends!). Why isn’t the animation displayed? Animation is so hard, I’ve lost days trying to figure out what’s happening but still I’m missing something ![]()
