Answered

making non-root-motion hip/root bone animations for humanoid rigs?

Anon 2 years ago updated by Peter - Soxware Developer 2 years ago 1

Wanting to take advantage of animation retargeting and making humanoid animations for multiple humanoid rigs, however, I'm at a loss for creating an animation that can move the hip/root bone *without* causing root motion.

I'm unsure how to properly describe it, but I'm trying to animate crouching, squats, dancing for example on a loop, but most tutorials out there regard *applying* root motion rather than working without it. Disabling root motion on the controller results in the animation being looped in place (hip bone frozen in the air, limbs moving around it), when I would like to have my rig engage in the full range of movement- and take advantage of IK-pinning in the animation process.

Am I missing a step to manipulate the root transforms, or fully disable root motion? Or is there a way to have an animation manipulating a root bone (the hip, in my case) *restart* and loop from it's original, initial position?

UMotion Version:
1.29
Unity Version:
2019.4.31f1

Answer

Answer
Answered

Hi Anon,

thank you very much for your support request.


Select the exported *.anim file, then in the Inspector tick the "Bake Into Pose" setting of the root motion axis that you don't want to be driven by root motion.


Please let me know in case you have any follow-up questions.


Best regards,
Peter

GOOD, I'M SATISFIED
Satisfaction mark by Anon 2 years ago
Answer
Answered

Hi Anon,

thank you very much for your support request.


Select the exported *.anim file, then in the Inspector tick the "Bake Into Pose" setting of the root motion axis that you don't want to be driven by root motion.


Please let me know in case you have any follow-up questions.


Best regards,
Peter