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Using pro I can import an existing animation, "shuffle" from my character. Fantastic.  ("shuffle" was made by the animation team.) "Shuffle" has no root-motion, the character doesn't move.

All I want to do is add root motion - specifically turning (so, literally just "spinning" the character on y-axis, say 20°).

I've loaded "shuffle", notice the "RM" rotation on the pelvis!

I'm pretty sure the pelvis won't do it, I want to rotate the highest-level holder of the character right?

I've created an item there, and I can see how to key and animate the Y axis ..

but I can't seem to get it to be "RM" .. root motion

What to do !   thanks Soxware  :)

(*) I've learned from the manual that "A Humanoid project in UMotion always has root motion enabled by default for the hip bones. It is not possible to select a different bone." 

So perhaps my experiment 9image 2) is useless.

However the "given" RM animations which can be seen in the top image, seem to be local rotation values, not global.  Again, I just want to "spin" (ie simply on Y) the character (say, 20° over the 1.5 seconds).

1 Answer

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answered by Expert (106k points)
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Best answer

Hi Fattie,
thank you very much for your support request.

However the "given" RM animations which can be seen in the top image, seem to be local rotation values, not global.  Again, I just want to "spin" (ie simply on Y) the character (say, 20° over the 1.5 seconds).

All you need to do is to rotate the hips bone by 20°. Use the rotation tool and make sure that the "Pivot Mode" is set to "Global" to perform rotations in world space. Animation curves are always stored in local space, thus UMotion will convert the rotation into local space as soon as you create a key for it.

If you need to rotate the hips exactly by 20° use the rotation tool assistant (the dialog shown in the scene view). Select the "Relative" tab and type in 20° on the Y axis (confirm with enter). If it's not necessary to be that precise, just use the rotation handle in the scene view. Create a key for that rotation on the last frame of your animation and you're done. If you enable "Looping" in the Playback Navigation area, you can preview your root motion inside UMotion ("RM" also needs to be enabled).

Please let me know if you have any further questions.

Best regards,
Peter

commented by
My God.

I cannot believe it is this easy

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