#Hello here ! i come again because i dont
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Yes
And your character only runs weird diagonally after doing turn animation or just when running normally?
When they run normally the problem is there, it's just much less noticeable. In combat mode it's much more visible because there are "steps" between each animation.
And on animation import in unity how do your settings look? Is root transform rotation baked based upon original?
our settings are like that but, we have test some different tweak no one combinaison fix it
Those red/yellow lights are telling you there are issues with your animations. Are they your own custom animations or taken from somewhere else?
They're saying that the pose at the end of your animation doesn't match the pose at the start so when you try to loop it's going to get messy. If this is your turn animation then that doesn't matter much because that's one shot but if you're looping a run/walk cycle then e.g. rotation and Y position will matter, XZ position is expected to be different in root motion.
I think we should check your animations more as the issue likely originates with them
Thank you for your feedback. Yes, we are aware of what the indicator lights indicate. As you specified, this is only important if we have to make an animation that "loops". However, the problem comes from an animation that does not loop, so we do not take the indicators into account. Does the video game animation workflow require us to have each animation loop for better operation? This is our first time, so we may not have the right standards.
In the video your character is running, is that not looped?
Are your animations custom or where did you get them?
It looks like your character always runs in the same direction as they are facing when in their idle animation, maybe you should adjust or account for this rotation
hi! all thoses animation are custom, made in blender export via Auto Rig Pro with Unity FBX presets.
I'll show you the problem. I linked it above, but I'll put it back in the file.
It's mainly the rotation that's causing the biggest problem.
The race is created after undergoing the rotation.
The animations weren't recovered; they're our own. We rigged in Blender, animated in Blender, and imported everything into Unity. We're using Blender's "ARP" auto-rig with a custom polish phase. We're using the Unity export tool created by ARP.
In this video you can see that the character turns 90° in one direction but the root motion and the blue arrow continue their rotation to the side
that is the animation in blender
Am more familiar with Rigify myself but a few questions as there are potentially a few different causes / resolutions
You are using Humanoid rig in Unity?
Have you tried specifically playing around with Root Transform Rotation baking settings on import?
Can you apply an offset to the import for Root Transform Rotation on that specific animation?
Have you set Motion -> Root Motion Node in animation import settings?
Is the rotational issue only on this animation?
Have you tried making other test rotational animations to see how they behave and aid in debugging?