last day (15 days later) » 

11:17
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Q: Turn and point Animation not ending in correct position

Mohammad Faizan KhanI have Right Turn, Point & talk animation. I am playing animation in this order Play Idle animation Turn animation Point Animation Then, run Turn animation again with - speed to bring it back(reverse) and then finally played Idle animation and loop continue. But the problem is, each time wh...

Have you thoroughly checked through your animations to see if they change the y-axis at any point?
Turn animation will obviously change the Y axis. It changing.
Oh so when it turns back, it turns more than you wanted? Then it is not caused by the animation but something else I think.
"Oh so when it turns back, it turns more than you wanted?" Yes, exactly. FYI! There is no code yet
You said you were learning Root Motion? Did you check Apply Root Motion in the Animator Component?
11:17
Yes Yes, it is selected.
Did you make sure the root node was configured correctly?
What do you mean by configure correctly?
I didn't make animation my self. i got it from mixamo.com. Here you can find different Mocaps
well it i'm not too sure about root motion too to be honest but it says one main cause of this kind of problem is caused by not setting the root node correctly
In Animator i have set Apply root motion
oh you said you got it from mixamo right?
have you checked In Place?
11:21
no never
There is no inplace animation i have
Do you have the Bake into pose checked?
I found an answer to something similar to your problem here answers.unity.com/answers/1348759/view.html
Well i have baked pose check at Y and XZ. No bake pose for rotation
coming back in a few minutes
11:47
i am back
Okay since you have no bake for rotation, do you see any red light in your rotations? If you do, you need to enabled baked pose
Yes i see a red light and i have tried bake pose in rotatoin.
what red light mean that your rotation will not end from where it begins
the problem is if i also bake rotation then the next point animation become wrong.
it no more bake
sorry it not more rotate.
and point animation become wrong as rotation is baked
maybe you got the point
Hmm it seems that this is out of my knowledge, Im sorry but i cant help you, I tried my best.
no problem but did you understand
what red light meaning?
Actually if i also bake rotation then point animation is not playing at right rotation.
Like after turn i want to point at particular direction this work fine if i dont bake rotation
But
if i bake rotation then it turn correctly but point animation play without turn
12:11
I understand, the animation works but it doesn't turn as you intended it to be. Baking the rotation makes it turn according to your animation but it wont rotate properly if you use root motion
Also, instead of doing this in animator, why not use code instead? It seems easier and less hassle...
12:22
code for rotation. simple rotation is no realistic
12:41
Ok I see, I will leave now, and sorry again that I could not help you :(
 
10 hours later…
22:15
Kind of a shot in the dark, but this could have something to do with how the transitions happen and variable framerate, especially if you're seeing different deviation each time you try it. If you crossfade or drop out before the end of the animation it might not have time to travel the correct distance and with root motion applied IIRC the actual game object transform will be modified by any changes to the root node/bone/whatever
you can check the if the deviation is the same or not each time by getting the forward vector at the same points each time before and after running the animation in question. If it is changing from run to run it's almost certainly framerate dependent, which then sounds like it's not playing all the animation or the same amount of animation each way

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