Answered

Root motion isn't working when I export as fbx only .anim

Caitlin 11 months ago updated by Janooba 2 months ago 4

I'm not having any luck getting the root motion to come across when I export as FBX. The animation is just happening in place not moving the character around.

It works fine as .anim but I need FBXs.

please help :)

UMotion Version:
1.20p03
Unity Version:
2019.1.10f1

Answer

Answer
Answered

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

Do you want to use your *.FBX animation as "generic" or as "humanoid"?

You need to tell Unity via the *.FBX import settings (shown in the Inspector when you have the *.FBX selected) how it should extract and generate root motion.

For generic, it's important that you define the "Root node" in the "Rig" tab and in the "Animation" tab under "Motion". For humanoid and generic, there are also the following settings shown under the "Animation" tab where it's important that "Bake Into Pose" is NOT ticked.

Also make sure that your character's Animator component has "Apply Root Motion" ticked.

Best regards,
Peter

Answer
Answered

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

Do you want to use your *.FBX animation as "generic" or as "humanoid"?

You need to tell Unity via the *.FBX import settings (shown in the Inspector when you have the *.FBX selected) how it should extract and generate root motion.

For generic, it's important that you define the "Root node" in the "Rig" tab and in the "Animation" tab under "Motion". For humanoid and generic, there are also the following settings shown under the "Animation" tab where it's important that "Bake Into Pose" is NOT ticked.

Also make sure that your character's Animator component has "Apply Root Motion" ticked.

Best regards,
Peter

Rather than create a new issue I figured I'd piggyback off of this one.

I'm also having this issue, and I have checked all three things you mentioned:

- Root motion is checked in the animator

- Root node under Rig tab is defined as None as none of the other options are the root (I've tried them as well just in case and it still doesn't work)

- Root node under Animation/Motion tab is defined as <Root Node>

- "Bake into pose" and "Based Upon" doesn't show up

I get the warning "Animation curves for the root transform are not exported into the FBX file." upon export.

Hi Janooba,

the problem is that you have your root motion curves on the top most transform of your character. The warning message you get when exporting to *.FBX means that this is not supported. Instead, create your root motion by moving the transform below the top most transform. This is also the transform that needs to be selected as root node in the Inspector of your *.FBX.

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

Best regards,
Peter

Yeah that looks like it should work. Thank you!!