I have this new character animation that I made in Blender. None of my other animations use Root Transform or anything fancy, and they work great. This new one is special though. The character jumps up, flips upside-down, hits his head on the ground, lands on his back, and stands back up again. See, when he stands up, he is a distance from the pivot point. I imagine that after this animation concludes, transitions to other animations are going to be buggy. Here is the animation:
I didn't know what to do at the end so I keyed his idle pose where the animation began. This means that for the animation to be seamless, Unity needs to know to move the character FORWARD a specific distance at the same rate that the distance between the character and the pivot point is closing, during the last 2 frames of the animation.
At this point, none of my other character animations need to be tweaked manually. What do I need to do to make sure this animation works with my other animations (walking, running, jumping, etc) so there is no jarring "snap" into position, and animations are correctly aligned?
Could I do this with an animation event? If so, how? I have never used one before.