Root Transforms and more in the Animation Tab

Al Heck
3 min readMay 19, 2022

--

There is even more in the animations tab. The first is Loop Time. This will allow you to loop the animation over and over again. Handy for idles, running, and dancing. The colors associated let you know if the loop will be perfect from beginning to end of the clip.

If you hold the end clips, you can see a wave pattern to help you decipher if you are getting closer to a cleaner looping animation. Cycle offset just adds time before the animation begins at the beginning.

What are these? These calculate how the animation will behave after a loop.

Root Transform Rotation: When set to bake, the orientation will stay on the body transform. It will not rotate based on the animation clip when baked into pose. When selecting body orientation, the orientation will be determined by the body’s overall orientation and causes problems when the animation is strafing or moving to the side. Original is the offset found in the original clip. You can adjust the rotation amount based on the offset.

Root Transformation Position Y: Similar to root rotation but now, we are focusing on the Y value or height. If it’s green, you know that the height hasn’t changed, but if it’s red, you probably have a jump that ends at another height and we can lock that down by setting the root to either the feet or original.

Root XZ applies the same concept — very similar to the Rotation.

Sign up to discover human stories that deepen your understanding of the world.

Free

Distraction-free reading. No ads.

Organize your knowledge with lists and highlights.

Tell your story. Find your audience.

Membership

Read member-only stories

Support writers you read most

Earn money for your writing

Listen to audio narrations

Read offline with the Medium app

--

--

Al Heck
Al Heck

Written by Al Heck

Unity Developer and Software Engineer who loves making games with GameDevHQ

No responses yet

Write a response