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Hey there,
I'm having issues baking a relation constraint to my character's skeleton. My relation constraint has the pelvis bone sending its X and Z position over to the root bone, which results in the root bone following the pelvis bone. That's also what I'd like to achieve, but I can't seem to bake this effect onto the skeleton, which is needed to import this animation into a game engine.
This is how the default animation looks like, with the root bone staying in place, not following the pelvis bone.
This is how the default animation looks like, without any constraint.
This is how the animation looks like with the relation constraint applied. This is also how I'd like it to look like, the root bone follows the pelvis bone's x and z movement.
This is the desired result, with the relation constraint applied.
This is how the animation looks like after baking to the skeleton and the relation constraint being checked as inactive. The root bone follows the pelvis bone with a delay and the character is swaying in place as well, destroying the original movement. When I activate the relation constraint again, the root bone follows the pelvis bone again, but the character is still swaying in place.
This is how the animation looks like after baking to the skeleton.
So my question is, is there a way to correctly bake the relation constraint to the skeleton?
My goal is to get the root bone to follow the pelvis bone so I can import this animation into Unreal.
I have also attached a video showcasing my problem.
Would love to hear any input on this issue, thanks in advance!
Solved! Go to Solution.