edited March 2014 in ORK Support
Hello

Order to move violently in action RPG, I want to use the Apply Root Motion in Mechanim.

On the basis of the structure Prefab BrownPants of ORKdemo, is changed to mine the Mesh, I went settings Mechanim.

Mechanim worked successfully, But Transform of OrkPlayer(in demo = BrownPants Prefab's root ) is not sync with Mesh's Apply Root Motion Transform.

Is there a good setting?
Combatants - Prefab Settings - Child as Root
This [Child as Root] is think you're point, but I am not able to properly, even to test various.

https://www.dropbox.com/s/mkw1jd4bsjec7d5/%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202014-03-19%2016.49.24.png

https://www.dropbox.com/s/r6fbwh9pjjykqbq/%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202014-03-19%2016.50.18.png
Post edited by joeee19 on
  • ORK Framework's animation system currently doesn't apply root motion - if you're using Mecanim also for your player's controls, it's best to use a custom control for that.

    The combatant's Child as Root setting is used for the case that your actual moving player isn't the root of the player's prefab. This can be required for some custom player controls (I think someone needed that for virtual joysticks).
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  • I forgot about Child as Root completely.
    Now it''s fixed.
    Thanks a lot, GIL.
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