Excellent as usual and useful! Thanks, was hoping you would create a video on Root Motion and can't wait for the next video on using Root Motion to move a character using a Character Controller component
Wonderfully explained. I was pursuing this course from udemy unity animation by holostic 3d- penny. But till now they havent told us why the character was going down in y position and how to avoid it. You explained the reason and that too well. Subscribed. Thanks for the hard work
penny already showed in tutorial how to avoid it, by baking y position or rotation. may be you missed and skipped the part. i just came from pennys tutorial
BTW, you can use Root motion with a Generic rig. just make sure you have defined your root bone in the top of the Rig's hierarchy. the root bone should be, as the name implies, the Root of the tree of bones
It's already been said but just to add my thanks.. wow, another thorough yet easy to understand explanation of those esoteric unity settings. I'd never before properly understood what Bake in Pose actually did. Thank you
Thank you very much for creating this tutorial, this video solves my problem, I'm currently trying to learn how to create a short film in cinemachine and thanks to you I made a significant step forward. Thanks!
Excellent Video! There are no many video tutorials that explain this part of the animation Feature. hoping that you create a video to explain how is the best way to synch 2 animations
Hii! im getting this error when i try to select my avatar into the humanoi animation i want to use : File 'HeavySword_b_move' copied Avatar Rig Configuration mis-match. Transform hierarchy does not match: Transform 'Hips' for human bone 'Hips' not found UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) hips are okey in both avatars configurations... if u or anyone can help me i ll apreciatte a lot...
@@KetraGames I want to also mention that you can control root motion by script, so you can use root motion for some animations and script physics for other. Its a cool feature someone might be looking for.
I want to have my usual animations for the rig and keyframes instead of the C# script for root movement. How can I add keyframes (I don't want them inside the animation states, because this should be above all animation states)?
thank you for explaining the root motion. I have a question about it. When i activate root motion on animator on a 3D character. its sliding, especially if the terrain is higher.. why is that? how can i fix this please? do you have another video about this issue?
Great video! When I create custom animations though, the green and red lights for loop match don't appear. How can I get those to appear for my own animations?
Hi, I bought Low Poly Characters Mega Pack from Unity Assets Store. The characters only can walk or run at a same spot. Is it because the characters do not have root motion?
Hi, some animations contain root motion and some are just in place. If you have in place animations then you'll need to move the character yourself via script. Hope that helps 😊
Excellent video. One question though: How can I make it so the character doesn't walk through objects? I tried adding a capsule collider, but that didn't do anything. Also, when you mention a future video, please include it at the end so it can be clicked on, or a link in the description. Thanks again!
Hi, try adding either a CharacterController component or a Rigidbody component and that should stop it walking through walls. Thanks for pointing out the missing link to the future video. I've now included it at the end 😊
Hi, we have a follow up video to this showing how to use root motion with a Character Controller - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-mNxEetKzc04.html. Hope you find it useful 😊
Hi Ketra, thanks for the video and great explanation. But I have a problem. Baking animations options are not available in some asset animations downloaded from the asset store but from Mixamo it's there. After searching over the internet a lot, I am still not able to understand why the "Bake into Pose" option is not shown. But it is shown for some assets like those downloaded from Mixamo. All rigs are Humanoid. After the jump, my character keeps going below the floor. Please guide
Hi, the first thing to check is that the apply button has been clicked on the Rig tab after changing to Humanoid. Unity lets you switch to the Animation tab without applying the changes and I've been caught out by that a few times.
have you come across characters animations being changed when imported from mixamo to unity; for example, the running animation has the player run but nothing rotates as it should, instead you see the head rotating in place. it looks okay, but there is a difference, the rotation is like moved/or fixated in a way that the whole body doesn't move the same way, only parts of it.
Hi, it can look like this if the root motion isn't being applied properly. Have you got the 'Apply Root Motion' checkbox ticked in the Animator component of the character?
Hi, yes, you can use root motion for a third person cover system. If you have animations with the motion included then root motion is the way to go. If they don't have motion then you'll have to update the position in a script. Hope that helps 😊
Great tutorial. One question. I'm trying to apply root motion for an animal, say a dinosaur, can I still use the humanoid option? The animal keeps walking in the same position
Hi, you would be better off using the generic option for animals. You can still use root motion though. You just need to create an avatar from the model as you would for humanoid, and set the 'Root node' to the root bone. Hope that helps 😊
Hi, when you have lots of blended animations it is particularly difficult to match scripted movement with the animation, so I would say that root motion would probably make things easier.
the walk animation root motion seems to make my character slowly move down into the ground, no matter what check i did with the tut. my solution was to just add a collider and rigid body.
I wish someone would tell Animators that Root Motion has the keyword ROOOOOTTTT for a reason....there is a reason they don't call them HIP MOTION ANIMATIONS
Hey Ketra, awesome videos on rootMotion. I got it to work awesome for my player character! However, i just can’t get it to work properly for my npcs, which are navemeshagents who use .setposition. Could you perhaps do a video/explanation on how to use rootmotion on npc’s? Thanks for what you do!
Hi Husman, to get it to work for a navmeshagent you need to implement the OnAnimatorMove method. This will allow you to set the speed of the agent to the root motion. Something like this should get you started void OnAnimatorMove() { agent.velocity = animator.deltaPosition / Time.deltaTime; } Hope this helps for now. We'll definitely look at doing a video on this in the future. Thanks for the suggestion 😊
@@KetraGames Hey Ketra, thank you for getting back. I tried that method, but for me the navmesh agent than just walks straight forward(because the rootmotion walking animation is moving forward) So the character when using agent.SetDestination will not go to the destination that i set. I think the issue is that the rootmotion is overriding the rotation that needs to happen to get to its destination. It's been quite puzzling.
Hi Husman, sorry the previous code I sent wasn't quite right. You need to change the speed not the velocity. Something like this agent.speed = (animator.deltaPosition / Time.deltaTime).magnitude; That way it won't override the direction.
@@KetraGames That totally did the trick, I have no clue what that line of code means but it works like a charm haha! (patiently waiting for the next awesome video by you).
Hi, if you're using Root Motion with a Character Controller then gravity will be added by default. You can override this using OnAnimatorOverride docs.unity3d.com/ScriptReference/MonoBehaviour.OnAnimatorMove.html. Hope that helps 😊