Exported .anim root motion is incredibly exaggerated and doesn't match the umotion clip
I've been working with a motion capture setup to record actors' movements. In the latest animation, the actor stands up from a seated position, moves left and right of the chair, then sits back down. When I import the animation file to Unity, the playback is accurate, but needs cleanup. The animation file matches the humanoid rig, as the models/skeletons I'm using are specifically designed for use with Unity's humanoid rig system. The problem is that once I finish cleanup and export the clip as a .anim file, the motion of the animation is far too exaggerated; the actor starts WAY below the center point, and when they stand up they shoot 10 feet in to the air. Slight turns of the body move them a meter in either direction, and walking on either side of the chair actually sends them 20 feet to the side. Is there something that I'm doing wrong with the export process? Or is it something I'm doing in the editing process? It seems like it might be a problem with the root motion but I'm no expert and can't be sure.
Answer
Hi,
thank you very much for your support request.
This sounds like there is some sort of scaling involved in some of your bones/transforms in the hierarchy of your character.
One thing you could try is to avoid the *.anim export and export your animation into the *.FBX file of your character. If that doesn't help, check if there is any scaling between the bones of your hips bone and your character's top most transform.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Hi Peter,
sorry for my google english.
I have the same problem, my character moves up after exporting the animation. I edited the same animation with another program and everything works there.
The character with the problem is freely available in the asset store.
"Robot Hero : PBR HP Polyart"
UMotion Pro 1.29p01
Unity 2021.3.15f1
Customer support service by UserEcho
Hi,
thank you very much for your support request.
This sounds like there is some sort of scaling involved in some of your bones/transforms in the hierarchy of your character.
One thing you could try is to avoid the *.anim export and export your animation into the *.FBX file of your character. If that doesn't help, check if there is any scaling between the bones of your hips bone and your character's top most transform.
Please let me know in case you have any follow-up questions.
Best regards,
Peter