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Version: 1.29

UMotion Manual
  1. UMotion Manual
  2. Introduction & Tips
  3. Getting Started
      1. Quick Start Tutorial
      2. 1) Installation & First Steps
      3. 2) Pose Editing
      4. 3) Clip Editor
      5. 4) Curves & Rotation Modes
      6. 5) Config Mode
      7. 6) Export Animations
      8. 7) Root Motion
      9. 8) Animation Events
      10. 9) Pose Mirroring
      1. 1) Importing Animations
      2. 2) Inverse Kinematics
      3. 3) Child-Of Constraint
      4. 4) Custom Properties
      5. 5) IK Pinning
      1. 1) Our First Animation
      2. 2) Editing Animations
      3. 3) Customizing an animation for a RPG
      4. 4) Unity Timeline & Weighted Tangents
      1. UMotion Tutorial
  4. How to create better animations
      1. File
      2. Edit
      3. Help
    1. Preferences
    2. Import / Export
    3. FK to IK Conversion
      1. Project Settings
      2. Clip Settings
    4. Animated Properties List
    5. Root Motion
    6. Rotation Modes
      1. Dopesheet
      2. Curves View
    7. Playback Navigation
    8. Layers
        1. IK Setup Wizard
        2. Mirror Mapping
      1. Configuration
      2. Display
      1. Tools
      2. Channels
      3. Selection
      4. Display
      5. Animation
      1. Inverse Kinematics
      2. Child-Of
      3. Custom Property
    1. Options
    2. Tool Assistant
  5. Edit In Play Mode
  6. Unity Timeline Integration
  7. UMotion API
  8. Exporting Animations FAQ
  9. Support / FAQ
  10. Release Notes
  11. Known Issues
  12. Credits

Root Motion

There are two types of animations:

An In Place animation either doesn't move the animated character at all or it resets its position once the animation is finished. A Root Motion animation on the other hand applies motion relative to the world space. A walking animation would thus continue moving the character even when the animation loop restarts.

The following tutorial made by Unity explains the difference:

Unity Tutorial Video Explaining Root Motion

Important: If you have problems with your exported root motion animations, take a look at the Exporting Animations FAQ.

Humanoid Root Motion

A Humanoid project in UMotion always has root motion enabled by default for the hip bones. It is not possible to select a different bone.

Generic Root Motion

For Generic animations Root Motion needs to be enabled manually. Legacy Generic animations don't support Root Motion.

At first the following steps should be done to prepare the animated model for Root Motion:

Using a Root Motion Animation

Once the animation is exported as *.anim file, it can be used together with a Unity Animator Controller. It's important that in the Animator Component of the GameObject that will use the animation Apply Root Motion is enabled.

Animator Component

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