Combine Mecanimbridge with non-walking root motion animations

I’m finding that Mecanimbridge is holding my object’s position and rotation in place while trying to play other animations (ie dance animation) that should move the object themselves. Is there any way to be able to combine the two?

You can always add functionality to apply the default rootmotion and ignore all movement input from the movement system.

public bool applyDefault;

protected virtual void OnAnimatorMove () {
	if (applyDefault)
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Works perfectly, thanks!

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