Root Motion

Akairem

New member
Hey guys, I've been trying to use root motion for my AI zombies but have been struggling immensely.

I've watched about four different video tutorials now, and also read a bunch of guides, but none of them seem to be working for me.

Does anyone have a straightforward example or such for how to implement root motion with a NavAgent and Behaviour Designer?

The most I seem to manage is simply that the zombie just walks in a straight line forever, I can't seem to figure out getting him to turn in the direction he needs to go.

I'm just incredibly frustrated as I have spent a lot of time trying to figure this out and just keep failing.

I even tried following this post that Opsive mentioned about using root motion, https://web.archive.org/web/20160317180801/http://mecwarriors.com/2014/12/09/navmesh-and-mecanim/

I didn't need the raycast and such as it's the AI and not the player, but even after that also, the character still wouldn't turn

Thanks everyone.
 
From the Behavior Designer perspective you don't have to change your behavior tree at all and this relies completely on the controller you are using for your character.

If you are using the Unity NavMeshAgent they have an updated tutorial at https://docs.unity3d.com/Packages/c....1/manual/CouplingAnimationAndNavigation.html. Root motion is more dependent on the animations that you are using though, so if your animations don't have any rotation and you apply root motion rotation then your agent won't turn.
 
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