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Root Motion in Move Animations
Updated over a week ago

By default, all Move animations have the translation data (the X/Y/Z position of the character) applied to the hips bone and rotation data applied to all associated joints of the rig.

As each 3D software has different requirements for how root motion should be configured, and some don't require it at all, it is best to configure it on a case by case basis to ensure it's set up correctly for your use.

Want to use root motion? Simply translate this to the hips bone and you're good to go.

Don't want your character to move location? Remove the translation data of the hips bone.

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