266 lines
13 KiB
HTML
266 lines
13 KiB
HTML
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<title>UMotion Manual - Root Motion</title>
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<p class="versionText">Version: <b>1.29p03</b> </p>
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UMotion Manual
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<li class="file"><a href="ProLesson1.html">1) Importing Animations</a></li>
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<li class="file"><a href="InPractice3.html">3) Customizing an animation for a RPG</a></li>
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<li class="file"><a href="InPractice4.html">4) Unity Timeline & Weighted Tangents</a></li>
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<div class="mainContentInner">
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<h1 class="headline1" id="">Root Motion</h1><p class="textBlock">There are two types of animations:</p><ul class="listMain">
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<li class="listItem"><span class="listText">In Place</span></li>
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<li class="listItem"><span class="listText">Root Motion</span></li>
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</ul><p class="textBlock">An <b>In Place</b> animation either doesn't move the animated character at all or it resets its position once the animation is finished. A <b>Root Motion</b> 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.</p><p class="textBlock">The following tutorial made by Unity explains the difference:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Kn6jxLWA31M?ecver=1" frameborder="0" allowfullscreen></iframe>
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<p class="imageText">Unity Tutorial Video Explaining Root Motion</p><p class="textBlock"><b>Important:</b> If you have problems with your exported root motion animations, take a look at the <a href="ExportingAnimationsFAQ.html#rootMotionIssues" class="link">Exporting Animations FAQ</a>.</p><h2 class="headline2" id="">Humanoid Root Motion</h2><p class="textBlock">A <b>Humanoid</b> project in UMotion always has root motion enabled by default for the hip bones. It is not possible to select a different bone.</p><h2 class="headline2" id="">Generic Root Motion</h2><p class="textBlock">For <b>Generic</b> animations Root Motion needs to be enabled manually. <b>Legacy Generic</b> animations don't support Root Motion.</p><p class="textBlock">At first the following steps should be done to prepare the animated model for Root Motion:</p><ul class="listMain">
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<li class="listItem"><span class="listText">
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Navigate to the model in Unity's Project window and select it. Make sure that the model is currently not used in the Pose Editor because otherwise selecting isn't possible. The inspector will now show the import settings for that model.
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</span></li>
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<li class="listItem"><span class="listText">
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Open the <b>Rig</b> tab and select the bone/transform that should be used to drive Root Motion as <b>Root node</b>. Use the same bone/transform that was used to drive Root Motion in the 3D modeling application. If there are existing animations in separate files (this is a common practice), also select the same Root node there. If there is no Root Motion animation for the model yet, you can choose a bone/transform that fit's best for your purpose. It makes sense to either use the topmost bone (commonly named "Root", "Armature" or "Bip001") or to select none. In the latter case, the GameObject's root will be used.
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</br></br>
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<img src="images/ImportSettingsRigRm.png" class="image"></img>
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<p class="imageText">Model Import Settings - Rig</p>
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</span></li>
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<li class="listItem"><span class="listText">
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If you have existing animations that are driven by Root Motion, switch to the "Animations" tab in the import settings of that animation (if it is in a separate file). Then scroll down to <b>Motion</b> and select the same bone/transform there.
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</br></br>
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<img src="images/ImportSettingsAnimationsRm.png" class="image"></img>
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<p class="imageText">Model Import Settings - Animations</p>
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</span></li>
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<li class="listItem"><span class="listText">
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In the Clip Editor of UMotion, the same bone/transform that was previously selected in the model import settings needs to be set to drive root motion. Therefore the context menu of the appropriate animated property needs to be opened in the Animated Properties List (<span class="keyboardKey">context click</span> on the property or <span class="keyboardKey">left click</span> on the gear icon) and <b>Root Motion</b> needs to be clicked (see <a href="AnimatedPropertiesList.html#ContextMenu" class="link">Animated Properties List</a>).
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</br>Root Motion can be activated for position properties and for rotation properties.
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</span></li>
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<li class="listItem"><span class="listText">
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Please note that Unity does not support Euler Rotation for generic root motion curves.
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</span></li>
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</ul><h2 class="headline2" id="">Using a Root Motion Animation</h2><p class="textBlock">Once the animation is exported as <b>*.anim</b> 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 <b>Apply Root Motion</b> is enabled.
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</p><img src="images/AnimatorComponent.png" class="image"></img>
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<p class="imageText">Animator Component</p>
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<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
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<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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