Kinetix Documentation
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  • 🖐️Welcome
  • 🕺About Kinetix
  • 🖌️User-Generated Emote
    • 🤖Video-to-animation AI
    • 🤸Kinetix Emote Standards
    • 🦴Retargeting
    • 🏂Kinanim (Emote streaming)
    • 🖊️Try the User-Generated Emote feature
  • INTEGRATION
    • 🤷SDK or API: what to choose
    • 🤩Kinetix SDK
      • ⚙️SDK - Core Package
      • 🧩SDK - Sample scene
      • 🧑‍💻Tested & approved Game Engines for the SDK
      • 💻SDK Integration in Unity
        • ⬇️Set-up Unity & Import the SDK
          • 🔑Get your Game authentification API Key
          • ⚙️Setup your Unity environment
          • 🔧Install the Kinetix SDK in Unity
          • ⌨️SDK Initialization - Unity
        • ⚡Quickstart - Unity SDK
        • 🦋SDK Core Modules activation - Unity
          • 🔐Account Management in Unity
          • 💃Animation System - Unity
            • 🎢Unity's Animator System
            • 🎨Custom Animation System
            • 🌳Root Motion
              • RootMotion + NavMeshAgent
            • 🎞️Frame Controller
            • 💪IK Controller
            • 🫥Avatar Mask
          • 📶Network - Unity SDK
            • Photon PUN
            • Photon Fusion
        • 🕺User-Generated Emote integration (Unity)
          • Embedding the PWA in your Unity application
          • Validation / Retake
        • 🚧How to update Kinetix SDK in Unity?
        • 📕SDK API Reference - Unity
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
          • KinetixCore.UGC
        • 📂Unity SDK Changelog
      • 🕹️SDK Integration in Unreal Engine
        • ⬇️Set-up Unreal Engine & Download the SDK
          • 🔑Get your Game authentification API Key
          • ⚙️Set up your Unreal Engine environment
          • 🔧Install the Kinetix SDK in Unreal
          • ⌨️UE SDK Core Package Initialization
        • ⚡Quick Start
        • 🦋SDK Core Modules activation - Unreal
          • 🔐Account Management - UE
          • 💃Animation System - UE
            • Local player system in Unreal Engine
            • Avatar system in Unreal Engine
            • Without uploading an avatar (deprecated)
              • Animation in a Third Person Template
              • Animation in an existing project
          • 📶Network - UE SDK
        • 🕺User-Generated Emote integration (UE)
        • 📕SDK API Reference - UE
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
        • ⬆️Updating from 0.3 to 0.4
        • 📂UE SDK Changelog
    • 😍Kinetix API
      • 🔑Get your Authentification API key
      • 🔌API routes
      • 🪝API Webhooks
      • 🏓Possible Return Codes
  • Management
    • 🚪Developer Portal
      • 👽Avatar Upload
      • 👮UGC Moderation
    • 🖌️UGE: Guides & Best Practices
      • 📐User-Generated Emote specifications
      • 👌Video recording best practices
      • 👻User-Generate Emote Use Cases
  • SUPPORT
    • 📬Bugs reports & features requests
    • ❓FAQ
      • FAQ: General questions
      • FAQ: Unity SDK
      • FAQ: Unreal Engine SDK
    • 🤕Troubleshooting
    • 📚Glossary of terms
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  • Enabling the root motion
  • Configuring the root motion

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  1. INTEGRATION
  2. Kinetix SDK
  3. SDK Integration in Unity
  4. SDK Core Modules activation - Unity
  5. Animation System - Unity

Root Motion

PreviousCustom Animation SystemNextRootMotion + NavMeshAgent

Last updated 1 year ago

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Root motion, if enabled, makes the parent object (the one with the Animator component) move instead of the hips of the armature. This allows collision detection in the implementation of the character controller.

Please note that this feature is experimental and may require some adjustments on the implementation to work.

Enabling the root motion

Root motion is enabled for a character via the following overloads when registering the players' animators:

KinetixCore.Network.RegisterRemotePeerAnimator(Animator, RootMotionConfig)

And

KinetixCore.Animation.RegisterLocalPlayerAnimator(Animator, RootMotionConfig)

Configuring the root motion

Example of configuration:

KinetixCore.Animation.RegisterLocalPlayerAnimator(localPlayerAnimator, new RootMotionConfig() {
    ApplyHipsYPos = true,
    ApplyHipsXAndZPos = true,
    BackToInitialPose = true,
    BakeIntoPoseXZ = false,
    BakeIntoPoseY = false
});

A few options are available :

  • ApplyHipsYPos => Sets the root Y position to be the hips Y local position

  • ApplyHipsXAndZPos => Sets the root X and Z positions to be the hips X and Z position

  • BackToInitialPose => If set to true, the avatar will revert to its initial position when the emote has finished playing

  • BakeIntoPoseXZ => If set to true, the emote will be played in place for the X and Z axis, meaning the avatar won't move horizontally during the animation

  • BakeIntoPoseY => If set to true, the emote will be played in place for the Y axis, meaning the avatar won't move vertically during the animation

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