we have several animations where the artist authored the root motion as the movement of a specific transform, setup as the parent of the entire rig. This lets us define arbitrary position/rotation for the model (including its hips node), but have independant control of the actual gameobject's transform. This capability is essential for our control scheme, as it allows for example a spinning animation while keeping the object's forward direction constant, which is in turn used to interpret and move the player avatar.
The way this works in Unity is by specifying the "Root Motion Node" parameter of the Animation importer to the transform manipulated by our artist. Unity will correctly generate root motion curves from this transform.
We've recently decided to by UMotion so other team members can make small corrections to the anims without burdening the artist. But I can't find any way to replicate this behaviour? The manual says that humanoid rigs are constrained to generating root motion from the hips, which fits with the behaviour I'm seeing from the UMotion clip editor. However, it says that this is a limitation caused by the Unity engine, which seems false - unless I've very badly misunderstood what we've been doing all this time, or it's a feature that's been removed in later versions (we're frozen on 2019.1.8f1).
Here are two screenshots for our current setup:
How can we keep/edit our root motion curves when using UMotion? This is completely negating the benefits we expected from its integration into our workflow. Is there something obvious we missed that would resolve this?
[EDIT] Forgot to mention, this is of course for a Humanoid rig. Converting to a Generic rig would bring its own set of problems, especially as we use Unity's retargeting via avatars quite heavily.
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