So I could be missing something obvious but timeline animations apply root motion until the next animation resets its position snapping it back and none of the related setting seem to do anything.
You can right click on a clip and use the âmatch offsets to previous clipâ to align root motion between clips.
Any chance this option could be in the inspector? The current inspector has options that look like they should do this but I can not figure out.
For sure! Thatâs a great suggestion.
ok but right click the clip where exactly ?
in the assets? on the timeline track?
i cant yet find it
Shouldnât there be like an automatic checkbox that updates the offset each time we make a modification? When trying to do complex animation blends with a character it would much appreciated rather than having to right click each time.
Yes, there definitely should be! Itâs already on our internal backlog.
Any update on this at all? my horse is doing root motion in the animator but not the timeline editor? with a generic rig.
No automatic root motion matching, yet, but itâs very much on the radar. We have many root motion improvements for 2018.3 coming, hopefully we can squeeze that one in as well.
Should my character have âApply Root Motionâ checked in the Animator?
Iâm having an issue where I line up the animations between clips in Timeline and everything looks good.
When I Play the scene and the Timeline executes, the Rootmotion animations are not where they should beâŚso my character is walking about 15 degrees off from where is should be.
I spent a hole night bitching about how to solve this issue, i wish it were an automatic timeline thing.
Check out 2018.3. You can choose per track whether to start at a fixed position/orientation (Transform offset), or from the current position/rotation (Scene offset). And it works independently of root motion now.
Just to say there is an extra pitfall with Timeline when you animate an object that also call OnAnimatorMove() by script (such as the character controller from the Standard Assets). Replace it with the FixedUpdate() callback and timeline will be able to apply the root motion!
I am very confused, I am using Timeline that has an animation track with a walking animation clip. But I canât stop the character from moving; there is nothing in any timelines that are moving this character so I presuming it is the animations root motion. I have tried everything in this thread but my animation is still moving the model as it plays the animation.
How do I get this model stop moving while the walk animation plays? I am using Unity 2020.2.2
You should try disable root motion form the Animator component. It could also be that your animation is moving the character if badly edited?
It took me 2 months to find this random post to solve my problem of root motion in timelines ;-;
I canât believe it was staring at me in the face this whole time.
I seem to be having this problem too in 2020.2.6f1.
Iâve added two clips to a timeline:
- The first one plays moving the character through the world
- The second one snaps the character back to the original position and then plays the animation.
Example clip info:
Is this supposed to be the setting? Iâm seeing no difference no matter what value I set it to.
Thanks,
Ranom
The old suggestion of using âmatch offsets to previous clipâ seems to work
match offsets to previous clip does not work, UNLESS if the clip from your animation pacakage start off using that offset. But you likely have your root set to 0,0,0 for all/most animation clips.
It (match offsets) doesnât work / solve anything when selected on the clip in timeline, nor in the inspector section. If the animation clipâs root motion bone is moved from zero, then the clip that plays next snaps to zero and begins animating (or wherever the clip was set before being imported to unity).
Turning off root motion doesnât matter.
Luckily Iâm a genius and a necessary golden gem to the unity community and have come up with a solution that will benefit the universe. Ahem:
METHOD 1
-
Go to the timeline window and right-click the animator > âAdd override trackâ
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Copy and paste the clip you wish to use the root motion from.
-
Ensure post extrapolate is set to âHoldâ (or none, and drag the clip out to where you want to maintain the initial animationâs root position).
-
Use an avatar mask that uses the characters root bone ONLY, on the override track.
âBut what about the next animations root motion? What if the next animation is moving?â
METHOD 2
- from the top, add an override track.
- Click the record button on that override track in timeline, and position your characterâs root position as you would in your original animating package using the root bone (blender, max, maya, whatever).
- Adding transform details on this override track will override any root motion on the base animation, allowing you blend the animations in a unity timeline, without positional snapping between animations.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
Yes, you will need to re-animate your root if you want to control multiple animations that contain root motion.
If your subsequent animation clip has no root motion (IE: youâre transitioning to an idle pose), see Method 1, to use the root motion from the original clip. Youâre welcome. Unity, do better. Bye.