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Question by nicciSixx · Feb 21, 2012 at 12:11 PM · animationbiped

Animation Squences Orientation Problem

Hi! I'm new to unity and the community and I'm have some difficulty with linking one animation with another. I was wondering if someone could help me.

I have two bipeds that I made into fbx's; the first is a 90 degree's left turn, and so starts facing along the z axis and ends facing along the x. The second is a walking animation which starts facing the z axis. When I try to link them together, the character turns left 90 degrees and snaps back to the z axis and plays the walk animation.

I want the character to turn left and then the walking animation to play but with the correct orientation of the player.

I have searched for this problem but maybe I am using the incorrect terminology as I am coming up dry. Has anyone else has this problem? Could anyone point me to an article or resource to help?

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Answer by Emericanized · Feb 21, 2012 at 03:02 PM

Hey there nicciSixx,

Welcome to the community! Ideally, you're going to want to control your characters world-space orientation through the character controller/code. In much the same way as your walk animation should be "on the spot", your turn animation should be static on the root!

An intro/overview to unity's character animation can be found here

Here is the specific help page for the character controller

A tip for the animator is to animate it with the turn looking good, then wipe the root/master keys and export. You're going to have to figure out what turn speed looks good for your animations in unity.

There is also something called Root motion Computer, that lets your translations on the root drive the world motion of the character, which looks like it gives awesome results, but i havent figured out how to use it :P. Mixamo has some video tutorials on that workflow.

I hope some of this is helpful to you, and best of luck getting your characters to work!

-John

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Answer by nicciSixx · Feb 21, 2012 at 05:56 PM

Thanks so much for your response, it was really helpful. If I cancel out the rotations on the root node however, this could ruin my animation effects.

You have given me a lot to think about. Thanks again!

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avatar image Emericanized · Feb 21, 2012 at 09:03 PM 0
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You are quite welcome! Yeah animating for games often feels like a balancing act! without complicated animation systems its hard to get something that looks really polished (in my experience!)

Also, protip for your future unityanswers endeavors: There is a little "add new comment" link underneath my answer(and your question) where you can add comments or follow up questions! If you use the big text field at the bottom, it effectively creates a second "answer" to your question. You can tell at a glance by the thumbs next to your post! Doesn't bother me at all, but i have seen it described as proper posting procedure in other threads!

Take care.

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