• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by tmarshall619 · May 21, 2019 at 06:28 PM · animatoranimations3d modelsroot motionmixamo

Rotation Creep in Mixamo Animations

I'm working on 3D models and animation for the first time and I'm running into an issue I can't seem to eliminate. I have a character and an animation controller that loops through 5 animation states. Standing Idle, Standing to Sitting, Sitting, Sitting Clapping, and Sitting to Standing.

As the state machine cycles through the character starts accumulating a Y-axis rotation. Essentially, they will slowly go from sitting forward in their seat to sitting sideways and eventually backwards if it runs long enough. I got the animations from Mixamo and the model from the asset store. I tried editing the animations so that the beginning frame and ending frame have their rotation set to 0 but that didn't totally resolve the issue. They also slowly sink into the ground, so they are accumulating a negative y position value as well, but one problem at a time.


At Start
alt text


After a few cycles
alt text


The animator is set to apply root motion so that the sitting animation moves from the feet rather than the waist, letting them stand in front of a chair and sit into it. The settings for root transform rotation of the animations are set to Body Orientation and Offset 0.

I know this might not be enough info, but i'm pretty new to this aspect of Unity. If I can provide additional information to clarify, please ask.

ua.png (72.5 kB)
ua1.png (89.7 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

132 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Apply root motion to bones which are not children of the root motion node 1 Answer

Mixamo strafing animation moving slightly on the Z-Axis 0 Answers

Root Motion On Slow Animations 0 Answers

Animation does not apply rootmotion as humanoid animation. 0 Answers

How do I edit old animations in Unity 4.3? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges