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Unity Root Motion - in 6 easy Steps | Unity 2018.1 and Blender 2.79 | Tutorial 

25games
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Learn everything you need to know about applying root motion in Unity using a Blender FBX-export.
Bring your animations from average to great with Final IK: bit.ly/2KOM7AQ
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#unity #rootmotion #character
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23 июл 2024

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Комментарии : 74   
@durvids474
@durvids474 6 лет назад
Great video! Very concise and informative. Well put together and great wrap up. Keep it up! Subscribed!
@nv7287
@nv7287 2 года назад
A perfect tutorial and fixed a problem I had been trying to fix for an hr
@rabbit6422
@rabbit6422 5 лет назад
This is a super helpful video! Thank you! :)
@jochewi
@jochewi 10 месяцев назад
Thanks for make this tutorial 🙏
@andrew-sama2938
@andrew-sama2938 3 года назад
Thank you, this really works...Loved the tutorial
@RiorXD
@RiorXD 3 года назад
Came back to this since i finally decided to do some root work and this is still the best tutorial ive seen
@25games
@25games 3 года назад
Nice to hear!
@zed8970
@zed8970 4 года назад
thanks very much. i was looking for root motion problem for long time. it solved my problems.
@kevinmorales9942
@kevinmorales9942 3 года назад
Thank you! Very helpful.
@MaidGameStudios
@MaidGameStudios Год назад
brother, that's a really cool video , i wouldn't have done it without you , thank you
@harrykingsley7915
@harrykingsley7915 6 лет назад
Excellent presentation and explanation. Thank you.
@25games
@25games 6 лет назад
Thank you very much :)
@georodin8785
@georodin8785 2 года назад
thanks :) actually I only had to create a modle from the current Import in the Rig tab, but now it works like a charm you gave me the right hint
@andriypostelzhuk8489
@andriypostelzhuk8489 4 года назад
Good tutorial. Thanks. In Unity 2019 animation tab looks different but this video still helps.
@018FLP
@018FLP 3 года назад
Greaaaaat Tutorial! Solved a strange problem of mine of not been able to Dash with script (i tried every single movement type with character controller or rb and it doesn't work, lol) ! As an animator, being independent of script for certain movements is a true blessing. Thank you again!
@mr.dingleberry4882
@mr.dingleberry4882 3 года назад
Thank you so much!
@alotofthigs5848
@alotofthigs5848 3 года назад
if u guys don't have the "root node" drop down in unity set "Avatar definition" to "Create for this Model". and thanks for the guy that made the video
@petersrin
@petersrin 4 года назад
Okay. That was amazing. I'm still watching the video but the ad between your sad step 0 and step 1 was a dramatic carls junior one and I just died laughing.
@doublesob
@doublesob 7 месяцев назад
great!
@yzufardiansyah3156
@yzufardiansyah3156 4 года назад
Thankssss.. Super Helpfullllllll ...
@noreasonchannel4012
@noreasonchannel4012 5 лет назад
Amazing
@jochewi
@jochewi 10 месяцев назад
When I use root motion the character's mesh deforms instead of making the animation as it is in blender, any idea what it could be?
@mygamingimagination8173
@mygamingimagination8173 4 года назад
I think this is a great tutorial but I cant find any on how to set um a script so that if you were to like left click it would attack instead of it just constantly playing
@noreasonchannel4012
@noreasonchannel4012 5 лет назад
STEP 0 , how its NOT done. SUBBED!!!
@25games
@25games 5 лет назад
:D Thanks!!!
@gnightrow4020
@gnightrow4020 5 лет назад
I am aware that root motion Can provide more realistic animations Compared to a Clasic Ik System But Can you set it up a particular way so it can allow Responsive Control of the Charactar. e.g instant rotation to match joystick rotation, a very fast acceleration to a set speed and to be able to suddenly change direction in mid air? The reason being is that I am aiming to create a platformer that is differant from the usual hack and slash but still allow good looking animaions.
@25games
@25games 5 лет назад
Good question :) Before I try to answer, I wanna say, that - at least for me - it is one of the hardest thing in Game Dev to bring the animations, controls, effects, dynamics, speeds and interactions in harmony. So I believe that there's not an easy answer. For me Root Motition is just a tool. There are other tools which may fit better in a specific situation. Often it's a combination of the use of different tools and methods. In theory Root Motion is nothing else than reading the translation and rotation information from the animation and map the data to the Transform-Component in Unity. So in theory it should be possible to make an instant change in speed with no acceleration if your animation is designed for that. But I think, the actual idea behind Root Motion was to bring the ingame motion in sync with the animation. For example that the feet of your character don't grind on the ground but move perfectly with the forward motion of the character. So if your goal is something else than to sync than you may want to need another technique. In our game for example we use root motion only for xz-translation. We don't have extra animations for rotation, so we calculate the rotation angle via script. Also the jump animations don't have to be perfectly synced and it's more important for us that it responds to the user input accurately - so there's no need for Root Motion on the Y-axis for some animations. But in the case of fight-animations we actually DO you Root Motion for the Y-axis. So it really depends :) I hope this gave you some ideas for how you could reach your goal. Unity provides a big toolset for any specific situation. It's not easy to choose... but in most cases a combination is the best. So don't focus too much on one single possibility and experiment a lot. Have fun with your game and good luck :D And thanks for the Abo!
@zardify_
@zardify_ Год назад
Hey, I know this is an old video, but I been through hell and back with this one. When you use humanoid rigs, unity will calculate the characters position from it's center of mass by default. My Rigify rig worked "perfectly" like that, but it has some consequences. When you blend between animations with different center of mass, the character shifts in an ugly way, so I wanted to actually make a root bone. As I can see, you still have it at 6:55 even though you said it's not needed? Not the point. I made my root bone, everything looks good in blender, but in Unity, the character is now facing the ground, the armature object and the root bone are now meters away from the model, all other bones are normal, and are inside the character.... any tips?
@andreiionescu5543
@andreiionescu5543 4 года назад
Hi! I have a problem. So i made the same modifications as you did and checked the apply root motion box, but when i click the PLAY button, my character disappears. When in Scene mode, everything is fine, only when i start the game it disappears. Could you help me please? PS: if i uncheck apply root motion, it wont disappear, the problem is only when it is checked
@Haerinaaaaa
@Haerinaaaaa 4 года назад
It workds in generic animation. But not in humanoid, it stuck at t-pose when animating. Help :(
@tenaciousstudios03051
@tenaciousstudios03051 4 года назад
This is really helpful, though I use Cinema 4D, not Blender.
@leatherandpoemscharmyman5774
@leatherandpoemscharmyman5774 5 лет назад
it is rigify addon? to deal with root bone? thx.
@25games
@25games 5 лет назад
Yes, we used the predefined Meta-Rigs from the Rigify-Plugin, but added more bones and created the controls on our own. I'm not sure anymore, but I believe that we added the root bone by hand. I hope I understood your questions correctly?
@leatherandpoemscharmyman5774
@leatherandpoemscharmyman5774 5 лет назад
@@25games I think it is clever to put another root, when I use "rigify addon" does exist a root bone as default which is that big and full 4 side arroy shapes bone in the floor.... and hips to define the area is good option...
@DmitryPekarev
@DmitryPekarev 6 лет назад
Still don't understand. I export model with rigify skeleton in Unity. In the "Rig" section I specify "rig" as a Root node. Then in the "Animation" section for Root Motion Node I choose "rig/root/DEF-spine". And in the preview window below model get rotated for the angle, that DEF-spine bone has. So my character walks a bit up. But when I load different FBX, from Mixomo for example - there's no rotation in Unity, regardless the model's hips bone (used for root motion) HAS initial rotation.
@25games
@25games 6 лет назад
Hmm... you don't need to specify the Root Node in the "Rig" AND in the Animation Tab. I would recommend you to globally set the Root Node "rig/root/DEF-spine" in the Rig-Tab and leave the Root Motion Node in the Animation-Tab "None".
@DmitryPekarev
@DmitryPekarev 6 лет назад
Thank you for response ) I think, I've found problem... It's in exported from Blender Rigify skeleton hierarchy. Spine bones (DEF-spine.[...]) goes separately from the bones, that control arm and legs. That cause problems. There's no animated bone in hierarchy, that is the parent to both bone branches. The "root" bone moves whole character and could be animated in a very rare situation.
@25games
@25games 6 лет назад
You're welcome :) I'm glad you found a solution! Root Motion is a really delicate topic and there are so many things that can go wrong. I only covered the problems we encountered during the creation of our rigs and exports/imports. So what exactly was your problem? Was it because of the separation of your bone hierarchies? And how did you solve it? By key-framing the "root"-bone?
@DmitryPekarev
@DmitryPekarev 6 лет назад
Hierarchy separation begins after the "root" bone. "DEF-spine" branch goes one way, "torso" branch - to another. And that is the main problem... If you want to use Humanoid rig inside Unity - you have to mix "DEF-spine" branch bones inside "torso" branch so the whole skeleton hierarchy match the Humanoid one. Some bones goes to the "torso" bone, some to others. But Generic rig is less strict, so you have to parent whole "DEF-spine" branch to "torso" bone. Hope everything I wrote is correct )
@25games
@25games 6 лет назад
Ah, I see. Makes sense ^^ I don't know why, but I've always felt more comfortable with generic rigs since I have the feeling that I have more control over it (that's maybe subjective not objective). Thanks for your explanation and great that it's working now :)
@leatherandpoemscharmyman5774
@leatherandpoemscharmyman5774 5 лет назад
I got a problem , my characters is turning around in the same place, in 360 degree...I mean, I export to unity an fbx's file , and it is packaged with 6 actions, for example, attack animation is fine , but when I see it in a preview (in the inspector) quickly I realised that there is a problem... the animations start to turning by it itself, there is a strange behaviour afterall.
@25games
@25games 5 лет назад
Still not solved the problem? If you send your model to support@25games.net I can have a look if you want :)
@leatherandpoemscharmyman5774
@leatherandpoemscharmyman5774 5 лет назад
@@25games I solved the problem... baking the roots in place for rotation... and in some action I need to repeat the process... I solved, but I am thinking if it is the best way? however I am using an addon call auto-rig pro wich is an amazing powerfull tool for riggers ...and also includes export for unity and unreal, but for unity .
@BrandonCourt
@BrandonCourt 5 лет назад
In unity, under the Rig tab, I dont have the Root node drop down option. Any help pls?
@25games
@25games 5 лет назад
Maybe you haven't set the 'correct' "Animation Type"? The Root Node drop down is only available for "Generic" animation types. Maybe you've selected the "Legacy" or "Humanoid"?
@BrandonCourt
@BrandonCourt 5 лет назад
Yes that was exactly my problem! But now I have a problem where my character seems to move too rapidly and not straight..
@BrandonCourt
@BrandonCourt 5 лет назад
I fixed by not changing the scale of the model in unity. Do that in blender then re import
@25games
@25games 5 лет назад
@@BrandonCourt i see... scaling can really be a problem when you export from Blender. The most important thing is to have scaling of 1 in the scene. You can play around with the import scaling as well (model tab). With a wrong scaling joint and cloth physics are doing strang things as well :D
@vacantly
@vacantly 3 года назад
I wish i could say this worked for me, but I'm still feeling like the root bone is necessary. When I have a model with no root bone and use the hip like here, my character rotates sideways
@JavierHernandez-xo5nb
@JavierHernandez-xo5nb 5 лет назад
Buddy you save my ass... Thanks
@25games
@25games 5 лет назад
You're welcome :)
@yashkaushik6116
@yashkaushik6116 5 лет назад
Hey please help me.... I am doing everything that you have told in my own model. all my deforming bones are child of one root bone that is on the ground. I have exported and imported with the same options as you did. Now run and walk animations work perfectly as root motion but I have turn animation also "TurnLeft45". In my turn animation i rotate the root bone 45 degree to the left and animate my model as if it is turning. That is not working in Unity as unity does not register root motion rotation. I do not have "Bake into pose" selected in my root transform rotation so i do not know why the animation doesnot seem to work. What happens when i play the game is that the model only animates itself but does not rotate at all. It moves all legs and body like the animation but doesnot rotate to the left. please help me senpai!!!! :(
@yashkaushik6116
@yashkaushik6116 5 лет назад
To be more precise, when i play my turn left animation in Unity's animation preview window, the blue arrow on the circle (down the model) which represents root rotation of the model rotates appropriately but the red arrow (which represents pose rotation, as in which direction the model is facing) is not rotating at all. Could this be the problem???
@25games
@25games 5 лет назад
Hey :) I understand your problem but it's really hard to troubleshoot it without having the actual model and animation. Pack the model with the animation as an FBX into a zip and send it to support@25games.net I can look at it if you want :)
@yashkaushik6116
@yashkaushik6116 5 лет назад
yes.. thank you so much... i have sent you... thanks again
@yashkaushik6116
@yashkaushik6116 5 лет назад
Hey! just wanted to add up, the fbx file i sent you actually got replaced and i sent you the wrong one, i am re-sending the correct one. I apologize for my mistake.
@25games
@25games 5 лет назад
@@yashkaushik6116 sorry, I didn't find the time today - I'll look at it tomorrow asap. Hope you still need my help :)
@SonictheHedgehogInRealLife
@SonictheHedgehogInRealLife 4 года назад
how did you make the eyes on the face like that
@25games
@25games 4 года назад
The eyes and mouth are texture planes and I created a sprite sheet for facial animation.
@SonictheHedgehogInRealLife
@SonictheHedgehogInRealLife 4 года назад
@@25games texture planes? So you just made a plane but a texture on it and place it carefully on the face? How do you make sure it's on the face and not slightly off of it
@25games
@25games 4 года назад
Yes. I duplicate the faces where the eyes should be placed and moved them slightly forward. We don't have any facial deformation for the face, so we can be sure that there will not be intersecting faces.
@runningcoyote9972
@runningcoyote9972 3 года назад
for god sake how you have a Staff embedded to the armature ?
@Incenpilz
@Incenpilz 5 лет назад
But what if the Stuff itself has an Animation :O
@25games
@25games 5 лет назад
Good question, I really don't know, but I think an easy workaround would be to simply animate a "clone" of the staff as a separate object and temporarily deactivate the static one
@UnityGamer2077
@UnityGamer2077 Год назад
Please update to blender 3.4
@shahfahad.muslim
@shahfahad.muslim 5 лет назад
video stucks at 0:26
@25games
@25games 5 лет назад
Hello! Thank you for your comment. It stucks? We haven't figured out this problem before. Which browser did you use and was you able to continue the video when you reload the page?
@shahfahad.muslim
@shahfahad.muslim 5 лет назад
I figured out a way, i downloaded the video and now its fine. By the way thank you for such an amazing video, it helped a lot.
@25games
@25games 5 лет назад
Do you use any kind of ad-blocker or lost the internet connection in any kind?
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