Unity 5.1 animation systems

Опубликовано: 13 Июль 2026
на канале: PimpOfPixels
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This is a test of Unity's character animation systems comparing generic rig, humanoid rig, generic rig with apply root motion enabled, and humanoid rig with root animation enabled against a generic animation, a generic animation set to loop, a humanoid animation, a humanoid animation set to loop, and a humanoid animation set to loop with bake XZ enabled.

This test was to determine if there were a system which could simultaneously handle:
1) accurate transfer of animation to a similar skeleton.
2) effective transfer of animation to a modified skeleton.
3) looping animation with root animation removed.
4) non-looping animation with root animation maintained.

I found ZERO combinations of unity features that work.

generic rig to generic skeleton works for looping and not but has issues transferring to skeletons of different proportions.

humanoid rig to animation transfers animations to different skeletons but with very sever foot-sliding artifacts.

humanoid rig to humanoid or generic animations works for loop if "apply root motion" is on, but it applies root motion and gradually shifts even animations that are intended to loop.

I'm stumped.

Is there any way to get the features I need out of unity 5.1?