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Question by Chronos-L · Apr 21, 2013 at 05:15 AM · animationimportmecanimfbxsetting

Rigidbody gravity X Generic Mecanim Additive Move-Forward Animation

In the example package provided by Unity, I have no problem with setting up the humanoid animation and make it work with gravity. However, the same setting seems to be not applicable to generic animation mode. When I fiddle with the working example, and switch it from humanoid to generic, gravity ceased to work anymore. Then I fiddle a little more, I always get 2 results:

  1. Gravity is not working, if I placed the character on mid-air, it will stay there, even when it is running around.

  2. Gravity is working, but the move-forward animation is not working properly, it is animating, but the increment in the forward axis is somehow cancelled or limited by the rigidbody.

I cannot achieve the gravity is working and the move-forward is working as well using generic animation, did I missed anything at all? Have anyone faced this problem?


To test this out, in Blender, I create a cube with a simple armature with a simple move forward animation. I setup the animator with the move forward animation as the default state. It is working alright until I try to set it up like the one in the Mecanim example, I always get back to the 2 results I have.

Animation Import setting

alt text

Setup for the cube

alt text

screenshot.51.png (19.4 kB)
screenshot.52.png (25.2 kB)
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avatar image Chronos-L · Apr 21, 2013 at 09:21 AM 0
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I have done some testing using the mecanim tutorial example provided by Unity.

It seems that the rigidbody will interfere with the forward motion of the mecanim when I set it as Generic mecanim. When I switch back to Humanoid mecanim, everything goes back to normal, like what is shown in the mecanim tutorial video.

avatar image Chronos-L · Jun 29, 2013 at 11:05 AM 0
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I revisited this question and uploaded a unity package containing the scene I ran my tests with.

http://answers.unity3d.com/questions/475912/mecanim-generic-x-gravity-x-move-forward.html

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