edited March 2022 in ORK Support
I followed the http://orkframework.com/guide/tutorials/3d-action-rpg/start-3d-action-rpg/, and set mecanim animations and animation root motion in player control, and applied a Blend tree for idle and movements animations with speed parameters, to another character, but when I hold my Key movements controls (AWSD) my hero character doesn´t advance... I check my inputs settings and are Ok... I dont know what I´m doing wrong.
Post edited by berbelias on
  • edited March 2022
    Is that character set up for root animations?
    I.e. the Animator component on it and the used animations are fit for root motion?

    If that character's animation don't support root motion, you can instead use one of the other movement types in the controls and feed the movement speed to the animator controller via the animation setup (Base/Control > Animations), where you can set a float parameter to the horizontal move speed.
    Post edited by gamingislove on
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  • edited March 2022
    Is that character set up for root animations?
    I.e. the Animator component on it and the used animations are fit for root motion?


    Yes my character has a animation controller, but I don´t know if the character is set up for root animations, and if the used animaton are fit for root motion. But i dont know how I can do it. I can show my animation controller setup, I´ve tried setting it in a similar way I saw in the action RPG tutorial
    https://imgur.com/a/zCi8F6R
    https://imgur.com/a/SKyHO7K
    https://imgur.com/a/Esndnd4

    you can instead use one of the other movement types in the controls and feed the movement speed to the animator controller via the animation setup (Base/Control > Animations), where you can set a float parameter to the horizontal move speed.

    Theres is another previous tutorial to do this with Ork3? or I can reuseOrk 2 tutorial about mecanim animations?
    gamingislove said: Is that character set up for root animations?
    I.e. the Animator component on it and the used animations are fit for root motion?
    Post edited by berbelias on
  • The Animator component doesn't have Apply Root Motion enabled - generally, if you're unsure about root motion, I'd recommend checking out Unity's documentation on that.

    When not using root motion, change the Button player controls to use a different Move Type, e.g. using a Character Controller.
    In the animation setup of the player (Base/Control > Animations) enable Set Horizontal Speed and use the name of your speed parameter in the animator controller.
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