I have almost zero knowledge about UE4, but one golden rule while animating is usually to never animate away from the root and export it like that (in case you don´t make a moba game I guess). This is also one of the things that is harder about game animations compared to animations for movies. Now this doesn´t mean that…
Can you not just animate the root? Constraining the root bone to a control/locator that you can animate would be the simplest solution, especially if you plan on doing any root motion driven animation in the future.
you can bake the COG out to the root. create locator for all the world space controllers and set them all to children of single root locator. constrain the locators to the matching rig controllers, baked the animation to then locators. then constrain the root control Z to the root locator, and the controllers to the…
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…