Issue:
For this backwards dodge animation I moved the character without moving the root, so he ends up off center of the root (the leftmost pose while the root remains at origin). This will eventually be exported into Unreal Engine 4 as the player's backwards dodge animation. The root (and character) for my other player animations remains at origin in Maya and would be translated via UE4.
As it is right now, I don't know how I would be able to play (for example) the idle pose animation after this one without the character ending up sliding back to the root at origin (rightmost pose is the idle pose)
Question:
Does anyone know of a solution? Thank you
Replies
or you can add separate node to track the COG control and tell UE4 to use that extra node to calculate root motion.
Now this doesn´t mean that we game animators can never animate away from the root. We can do it but just to get an understanding of our animation, to see if it looks right, just for help. Usually one has a root controller but also a main bone that is a child of the root but controlls the whole rig. You can just animate away from the root with the help of the main bone and when done just break the connection and get the character back in to the root and origo.
I hope I didn´t misunderstand the question
Good luck and cheers