Hi,
I think I don’t really fully understand what I’m doing when I play with the import settings of and fbx model with rig and animations.
Let’s state I have an fbx with a model plus armature and animations, some of which use root motion.
I moved away from Humanoid rig Animation Type because I’m using Blender+Rigify and the armature doesn’t match Unity Avatar requirements (I’m aware of addons to fix this, but bear with me a little more)
Now using Generic rig Animation Type I’m presented with the choice of creating an Avatar Definition.
How is that? What an Avatar means here? I’m not matching any bone structure requirements. Let’s use “No Avatar” and check the animations, specifically the one with root motion:
There is no root motion and there is gizmo at the (probably) center of mass of my model. If go back to the import settings and select Avatar Definition “Create From This Model” another option appears to select Root node:
And, unsurprisingly, the animation now has root movement, although the gizmo when down to the feet and a third litter one appeared (was it there before? what does it mean?):
Even more, If I go back to rig import settings and uncheck “Optimize Game Objects” the animation root movement still works but the gizmo goes back to the allegedly center of mass:
I could go on blindly, but I’d like to understand what’s happening here, not just make it work.
Regards.