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
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!
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
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
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
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 😊
@@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?
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?
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...
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, 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 😊
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, 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 😊
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.
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.
Hi, we have a follow up video to this showing how to use root motion with a Character Controller - th-cam.com/video/mNxEetKzc04/w-d-xo.html. Hope you find it useful 😊
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.
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 😊
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
No one explains root motion as simple and clear as you, thank you
Thanks for this 👍😊
i dont think ive ever seen so detailed tutorial on anything
Thanks 😊
Great tutorial! You explain everything about the subject in a very detailed and simple way.
Thanks for this comment. Glad you found the video useful 😊
A tutorial that makes even a programmer understand how the heck animations work. Thanks!
wow this is the best video i have ever found about root motion, thanks
Thanks so much for this comment 😊
You helped me a lot!
Glad it was useful 😊
believe me I have scratched all the video, but you did explain it, the best in the world, that how root motion works.
Perfect, exactly what I was looking for.
Great to hear 😊
AWESOME EXPLANATION !!!! Thank you very much )
Cette vidéo est vraiment excellente, j'ai enfin compris comment utiliser le "Root Motion". Explications très claires ! Merci mille fois !
👍
Great to hear, thanks 😊
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
Thanks for your support 😊
Thank you for the tutorial,this video bring back my memory that lost from my head for a long time 😊
Glad it was useful 😊
Thank You so Much. You have helped me a lot
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
Great to hear. Thanks for this 😊
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
This is an absolutely incredible series, thank you, thank you!
Thanks very much for this comment 😊
This is incredibly clear 🎉thx
such a brilliant explanation. Thank you! Subbed and liked!
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!
Great to hear this. Thanks 😊
that super useful, thank you very much 😊❤
Perfect Tutorial!!
Thank you 👍😊
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
Thanks for this comment 😊
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
Thanks so much for this. Really wish TH-cam would allow editing so I could add this to the video 😊
Awesome! Thank you for this.
Glad you found it useful 😊
Can you make a video on Joystick. I really want it
Thank you for such a great tutorial, been searching for ages for why my character kept snapping back to its start position!
Great, glad it was useful 😊
Thank you so much for this simple and very important explanation of root motion. This seriously helped me.
Great to hear this 😊
All your videos are the best! Keep it up!❤
Thanks for this 😊
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
Thanks for this comment 😊
Thank you very much♥️
👍😊
thank you so much
you explain very clairly
please continue
Thanks for your support 😊
very clear explanation love it
Great to hear 😊
Thank you! I was looking for solution for y offset problem and you gave it
Glad to hear this 😊
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 😊
perfect and clear TYSM
your voice is full of rhythm
Thanks! 😊
How about a jump animation ? And if i wanna change speed i have to speed up the animation ?
I am working on a 3D battle For Honor like game, and Root Motion seems to be perfect for things like rolling, dashes, sword swinging etc. Thanks!
Yes, it should work well for those types of movement 😊
@@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?
Nice tutorial ❤️👍🏻
Thanks 😊
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?
My Root Motion is not working , what should I do. PLZ REPLY
I SOLVED it by downloading the animation from Mixamo.Before I was using animations from an Asset
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...
awesome thanks
👍😊
is this root motion achievable with a simple cube animated with timeline and without any armature?
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?
Thank u so much for this video!
👍😊
My character is above the ground while performing the animation i did bake into pose but still it just starts from there pls help
when the export fbx to unit animator says: (none) motion what is this?
Incredible video !
Thank you! 😊
next time please make video on navMesh agents and how to use root motion on them.
great tutorial, great job
Thank you 😊
Great video indeed.
Thank you 😊
As far as i know, root motion is not recommended in some cases. Can i use root motion for a third person cover system for a MP game?
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 😊
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 Ah thank you, will check that out!
@@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, 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 😊
@@KetraGames Thanks.
Thank you!
👍😊
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 😊
Hello, should we use root motion when we have a lot of animations and we wanna use a 2d blend tree?
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.
@@KetraGames thank you so much for all your work and the time you spend answering to people :)
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.
thx!
👍😊
Good i like this video
Please part2
Hi, we have a follow up video to this showing how to use root motion with a Character Controller - th-cam.com/video/mNxEetKzc04/w-d-xo.html. Hope you find it useful 😊
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.
Hi, if you bake the Root Transform Position (Y) into the pose then the animation shouldn't affect the Y position. Glad you found a solution though 😊
first , ty for the tips!
👍😊
Eeeeexcellent! And I like the British accent.
saved me thanks!!!
Glad it was useful 😊
Ajudou muito, valeu!
but but but. why does root motion add gravity to my character?
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 😊
❤❤❤
💗
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
Love u
😊😊
Your character isn't an ambiturner
Very true 😂
Thank you!
Thank you!