Reply To: Root motion movement. Unity 2018.3 prefab bug.

Slate Forums Support Root motion movement. Unity 2018.3 prefab bug. Reply To: Root motion movement. Unity 2018.3 prefab bug.

#1823
Gavalakis
Keymaster

Hello,

Please let me address your questions:

1. Since RootMotion is overrriding the transform position of the gameobject, animating that position on top is not really possible (or at least haven’t found a proper way for this to be achieved). One solution to what you are after, would be to utilize the “Starting Transforms” option in the Slate Animation Clip inspector and set it to “Manual Set Transforms”.
StartingTransforms

With this option enabled, you can specify exactly where you want (position/rotation) the animation to start. As such, you can for example, after your root motion animation, blend in to an Idle (or similar) and set the Idle Animation to start at a specific position/rotation. This will effectively slowly blend the “Run” (in this example) animation root motion, into the absolute specified “Starting Position and Rotation” of the Idle animation.
BlendToIdle

Is that something that will work for you?

2. I have just fixed this issue where it was not possible to delete a group or track when editing a prefab itself. Deleting a group or track from a prefab instance is still though not possible in the the new Unity prefab system.
If you want, I can send you the fixes. If so, please do send me an email using this contact form with your request.

Contact

Thanks!

Join us on Discord: https://discord.gg/97q2Rjh

Attachments:
  1. StartingTransforms.png

  2. BlendToIdle.png