Root motion for rigged model animations exported from blender
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
Description
Is your feature request related to a problem? Please describe.
When selecting root motion in animation properties, it selects a parent of the actual root node of the actual animation. Currently the root bo
Describe the solution you'd like
Having an api that would specify which bone to link to the transform component.
Alternatives
Keeping track of the bone position via a script
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names root motion, animation properties, rigged model animations, and Blender exports, but no files or tests. Start by locating the root-motion handling and animation-property entry points, then determine the API scope for selecting the bone linked to the transform component and define tests for the requested behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, csharp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100