
The exported animtion is different with design
Hi,
I'm facing an issue where the exported animation looks different from the original design.
* This is the design – the character shoots straight ahead: UMotion.mp4
* This is the exported animation – the character shoots about 45 degrees to the left, and the legs also move unexpectedly:Exported_Animation.mp4
* And this is my exported config:
What is the problem and how to solve it?
Thanks!
Answer

Hi,
thank you very much for your support request.
This appears to be a problem related to how Unity generates the root motion curves for your character. Please check the root motion related settings shown in the inspector window when you have your exported .anim clip selected.
You could also try to let UMotion create the root motion curves for you. This is an experimental feature though. You can enable it in the clip settings:
Please note that Unity's Humanoid animation system gives best results for humans with realistic body proportions. It uses center of mass for certain things in it's re-targeting engine which can produce weird looking results when body proportions are unnatural. More information on the inner workings of humanoid: https://unity.com/blog/engine-platform/mecanim-humanoids
If you do not need animation re-targeting, consider using generic instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter
Customer support service by UserEcho
Hi,
thank you very much for your support request.
This appears to be a problem related to how Unity generates the root motion curves for your character. Please check the root motion related settings shown in the inspector window when you have your exported .anim clip selected.
You could also try to let UMotion create the root motion curves for you. This is an experimental feature though. You can enable it in the clip settings:
Please note that Unity's Humanoid animation system gives best results for humans with realistic body proportions. It uses center of mass for certain things in it's re-targeting engine which can produce weird looking results when body proportions are unnatural. More information on the inner workings of humanoid: https://unity.com/blog/engine-platform/mecanim-humanoids
If you do not need animation re-targeting, consider using generic instead.
Please let me know in case you have any follow-up questions.
Best regards,
Peter