So I have the Amplify animations pack I picked up on sale a while back. I thought I’d have a look at those for some sword swinging animations. I found one I liked but quickly realised the animation data is a mess without root motion turned on. So I quickly modified the project to enable and disable root motion for the existing animations to work as they already do. I also added one of their strafing animations on the return transition to idle which walks the character back neatly. The character wildly swings forward a couple of steps then strafes backwards. It looks great but…
The main issue appears to be timing and orientation. In short I need to figure out how to get the character back to the starting point each time, otherwise the errors compound until the character mesh is way off the Unit transform. I suppose one approach would be to lock root motion down for the return animation and have the strafing animation play while the character is forcibly moved back to the correct spot? In that case I suppose I’d have to add some more state and movement logic to UnitAnimator.
Is there a generalised good approach to this sort of thing or is it more tweaking until it looks right. The animations do look good but I’m not really sure how best to get everything to sync nicely.
Thanks for any help.