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Root Motion Modes

The three primary outputs answer one question: where should the character's travel live - on the root bone (driving the capsule) or nowhere (in-place)?

All three read the pelvis's motion through the full bone chain, then re-solve the pelvis against the new root so the visible pose is mathematically unchanged for the root-motion outputs. You never lose animation detail.

The processed take: the root (travel spline) follows the character

Exact Root Motion - *_RootMotion​

The root bone follows the pelvis's ground-plane path 1:1, including every sway and wobble of the actor's hips. The capsule reproduces the mocap travel precisely.

Use when: you want maximum fidelity to the capture - cinematics, close-up traversal, motion-matching databases where the true trajectory matters.

Smoothed Root Motion - *_RootMotionSmooth​

The root follows the pelvis through a Gaussian filter: the capsule gets a clean, gameplay-usable trajectory while the mesh keeps all the raw mocap character. Because the pelvis is compensated exactly against whatever path the root takes, smoothing the root changes nothing visually - it only changes how motion is split between capsule and mesh.

Smoothing strength (sigma, in frames):

SettingEffect
Light (~2)Removes tracking jitter only
Medium (~4, default)Removes hip sway - typical gameplay root motion
Strong (~8)Near-straight path
HigherIncreasingly straight; the mesh carries all deviation

The filter is reflection-padded, which preserves velocity at the clip's start and end - the root never lags behind the pelvis at the boundaries, so there is no capsule/mesh offset when blending in or out of the clip.

Use when: gameplay root motion - locomotion montages, traversal moves, anything where the capsule path should be intentional rather than wobbly.

In Place - *_InPlace​

The travel is removed from the animation: the character animates at the origin. Rather than pinning the pelvis (which looks dead), the tool subtracts the smoothed travel path - natural sway and bob survive, only the transit is gone.

The original motion isn't lost:

  • RootMotion_Speed / RootMotion_Distance curves record the removed travel
  • foot sync markers are placed for blendspace sync groups
  • the completion notification reports the take's true average speed

Use when: blendspaces and gameplay-driven locomotion, where the movement component decides how fast the character moves and the animation just has to match.

Options shared by all three modes​

  • Start at origin - subtracts the first-frame offset so the clip begins at (0,0)
  • Transfer yaw - the character's turning also goes to the root (smoothed in smoothed mode); needed for turn animations with root motion
  • Transfer vertical - up/down motion goes to the root too; off by default, because on ground locomotion it would pump the pelvis bob into the capsule. Turn it on for takes whose height is the motion: jumps, ladders, climbs, vaults. With it off the root reproduces X and Y and holds one height, and no choice of follow bone changes that - the height is dropped after the bone is sampled. From 1.23 the completion notification tells you when a take with real vertical travel was converted with the setting off
  • Enable Root Motion is set automatically on root-motion outputs and left off for In Place

See Settings Reference for every option.