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I don't know if it's something I overlooked or if it's bug. Probably the former. I have imported a character, "Strong Knight" by 3DMaesen on Asset Store. I set Auto Key to Generate and move the root bone a bit back (global Z axis). Then I copy and paste the key frame so that I have two key frames and can export.

I set up an animation controller for the character and set the exported animation as the default state. Now when I run I expect the character to be a bit back from its position, but it's not. It just move a tiny amount (in the wrong direction).

But if I also add a global Y-axis translation in the animation, that works as expected. The Z position is still wrong though.

Have I completely missed something?

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thank you very much for your support request.

Select the exported *.anim file (or the *.fbx) and edit the root motion settings shown in the Inspector. The "Root Transform Position (XZ)" setting is what you're looking for (please check out the Unity manual for further information what these settings are all about). I think setting "Based Upon (at Start)" to Original is what you're looking for (this means that it should use the start offset from your animation).

If you just want to animate the absolute world space position of your character, I recommend to setup the character as "Generic" and animate the top most transform.

Please let me know if you have any further questions.

Best regards,

commented by
You are a life saver! I've spent so much time just trying stuff, but still I missed this setting. I just set "Based upon" to "Original" and it worked instantly.

UMotion Pro is a fantastic tool, I'm a programmer and can't do graphics for my life, but I can still make decent animations using this.

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