Root Bone Setting
Overview
Unity animator supports Root Motion.
When Root Motion is aplied, the movement and rotation information of the animation's Root Bone is immediately transferred to the object's Transfsorm.
Therefore, the model's animation-driven movement is naturally reflected without requiring additional implementation.
Below is an outline of the procedure for applying it.
This procedure starts with a Rigged Model.
If the model is not yet rigged, please perform rigging first before applying this.
If rigging is required, try using the Create Root Bone Structure feature before you begin.
It conveniently creates the necessary Root Bone structure.
Animator Setting
After importing the animation to be used, set its type to Humanoid.
Enable Root Motion on the Animator.
Root Bone Setting
Enter the rigging mode in UModeler.
Set the Root Bone for root motion. Typically, the topmost bone in the hierarchy.
Play the animation to verify changes in the Transform. You can confirm this by selecting the Animator Root.