Does anybody have some experience using root motion animation in games? I want to test if a few of my assumptions are correct. I am using UE5 and multiplayer is not a consideration here. I have tested root motion for a third person player controller and decided that it was better to use in-place animation for that. The…
Thanks @sprunghunt After more testing things out I've learned a few things - some of it probably just caveats of unreal. So unreal is by default creating a physics asset for skeletal mesh characters. You might not always need it, however in my case I use it both for ragdoll physics plus I also use it for body part hit…
Ask yourself: How will your satyr character play its next animation, after finishing the jump? If the offset is baked into the jump animation, the root is still where it started, back at the launching point. Which means the next animation will snap the satyr back. In-place animation is probably the better way. It would not…
Thanks for the reply @Eric Chadwick , I am not sure I understand exactly. Do you mean that the animation is authored with root motion, meaning any forward/backward or left/right locomotion comes from that root bone. An example is like this: If I remove keys from the root bone for this animation, the jump will no long make…
Why not both? I'd recommend most animation to be done as in-place. Calculating offsets with baked-in motion of the root gets really complex. If you need a lurch animation with in-place, you could calculate the animation offset of the new ground position and reverse-transform to get the new root position for the next…
One advantage of root motion is that the capsule collision will move around with the root of the character. If you make a jump animation like the satyr you have there with root motion then the player, or other AI, will be able to collide correctly with the model while the jump is happening. If you do it without root motion…