Hello guy! As the title says, what is the "proper" way to animate to make root motion in games work? The way I have gone about it right now is to move the root of the rig forward and then animate along that, which leads to pesky foot sliding that I have to manually correct every time I make a change. Feels a lot like I am…
I think I understand better now what you're after. There are two issues here: 1) Unreal \ Unity or some other game engine uses the movement of the root bone to move the character. 2) Animating using the root bone is unintuitive and makes it difficult to align things like feet. You want to animate like in that second video…
Hey, thank you so much for helping me through this! I appreciate it tons. I tried this other way, and I found the benefits of moving the entire root and then animate along that outweigh the benefits of the copy paste hip to root translation way. At least I learned a ton from all this experimenting!
Here is another more clear example. [VIDEO] https://youtu.be/4xF7AK4UjMI?t=6m45s[/VIDEO] At 6m45s The "root" thing he got is automatic and he isn't forced to constantly fix foot slides with curves when doing stuff with root motion in mind. I really want to know how to do this, because it makes it more fun and intuitive to…
Yes, that you actually animate the character walking forward as opposed to just staying in place. This is pretty much how modern games does it as well as far as I know. https://youtu.be/d5z9dEnE4DE?t=4m28s This guy shows both, but I think he did it the same way as I did, basically moving the root motion forward and then…
Hey, thanks a lot for the reply! In theory it looks like it could work as long as I bake the animation down, which seems to be something that is common for the others! However, it all goes bonkers and it behaves really erratic. Just to see if I got it right, I have a copy location constraint on the root pointing at the…
Hi. I think this "automatic root" thing you're seeing here only works because the exporter expects it that way. If that is truly the root bone (the top node in the hierarchy) then everything else should follow it, it shouldn't move based on other bone's movements. But a way to do what you want in Blender -- visually, at…