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In the inspector for the animation file (e.g walking.fbx), in the Animation pane, if you check both "Loop time" and "Loop Pose" then the animation will be in place.

Another technique is in the animation window, the base animation will be read-only, but if you copy all the properties into a new animation and remove the Hip motion you should be in place.

Also, and maybe this is more adapted to your particular issue. If you set the rig type to humanoid, then you will be able to "Bake into pose" XZ, Y and rotation. Which will deactivate root motion for the particular parameter.

In the inspector for the animation file (e.g walking.fbx), in the Animation pane, if you check both "Loop time" and "Loop Pose" then the animation will be in place.

Another technique is in the animation window, the base animation will be read-only, but if you copy all the properties into a new animation and remove the Hip motion you should be in place.

In the inspector for the animation file (e.g walking.fbx), in the Animation pane, if you check both "Loop time" and "Loop Pose" then the animation will be in place.

Another technique is in the animation window, the base animation will be read-only, but if you copy all the properties into a new animation and remove the Hip motion you should be in place.

Also, and maybe this is more adapted to your particular issue. If you set the rig type to humanoid, then you will be able to "Bake into pose" XZ, Y and rotation. Which will deactivate root motion for the particular parameter.

Source Link

In the inspector for the animation file (e.g walking.fbx), in the Animation pane, if you check both "Loop time" and "Loop Pose" then the animation will be in place.

Another technique is in the animation window, the base animation will be read-only, but if you copy all the properties into a new animation and remove the Hip motion you should be in place.