Hey, so I'm trying to edit some existing asset store animations (particularly kubold mocap animation), but I'm having issues with the root motion rig.
The skeleton for this animation includes a parent 'root' that driven the root motion position and rotation.
The problem is that when using a humanoid umotion project, the root gets dropped and the hips become used as root, this produces subtle but important differences in the position and rotation of the character. The only solution I've found is to use a generic umotion project, export it as a packaged fbx, then reimport it as humanoid in the unity import settings (this maintains the root object, and is a close enough duplicate).
Is there a better solution than this? Is there a way to keep that root transform even in human project rig?
Also, I am having some issues with IK. Working with overriding foot position in mocap animation, I used IK to pin the foot position, deleted various keyframes from the foot etc. In the umotion animation timeline, the feet are perfectly stable, but in export - the foot position shifts, sometimes greatly.
I need to use mecanim ik to ensure foot stability, but this is undesirable. Are there issues where umotion preview should not match the result (noticeably different)? If so, do you have any pointers for achieving exact results (these changes were made in umotion generic project, exported to fbx, reimported as humanoid).
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