I’m struggling with animations requiring root motion.
At the moment I’m working on a “turn 90 degrees in place” kind of move: the
character tiptoes in one place as it turns to the left. I animated it using
MoBu’s character rig, which drives the skeleton which is used in UDK.
Since the root bone is not controlled by the char rig, it has no animation
whatsoever. The top most bone which has valid animation is the Hips.
I tried to copy the horizontal movement and rotation of the b_Hips bone to
the b_Root bone using a relation constraint. In MoBu the root follows the
hips on the ground, all cool. However after plotting I lose all animations of
both the b_Hips and b_Root. (I understand the hips part as it ends up not
rotating relative to its parent, the root bone.)
My next guess was to drive the b_Root by the HipsEffector’s transforms. In
UDK the char faces the wrong way, halfway through the anim it flips 180
degrees and the root doesn’t move at all.
If I manually rotate and keyframe the root bone then that motions gets
through.
Any suggestions?
Generally how do you deal with root motion?