Working with Root Translation in MotionBuilder
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Hi everyone,
I've got some animations that use root motion, and I've got these working in Unreal 4. At the bindpose, the root is at 0,0,0 and this is at the top of the hierarchy. The hips are a child to the root. To my knowledge this is a pretty standard setup.
I've got translation keys on both of these joints. The root is driving the capsule in the game engine. The hips are being animated purely for aesthetics - the up and down during the walk, etc. Again, I think this is pretty normal (though correct me if I've made a mistake).
Here's my problem - in MotionBuilder, the characterisation panel doesn't have a slot for Root. It has a slot for Hip Translation under the Special tab, but this (as the name suggests) puts all of the hip translation keys onto the root, which is not what I want - the root is now bobbing up and down as the hips did in the original animation. If I put the hip joint in the Hip Translation slot when characterising, then it does the opposite; it puts all the keys from the root onto the hips. In that case the final result is a character that walks off the origin and leaves his root behind, which doesn't work in the game. Either way it's not right.
What I'd like is to be able to retarget the root joint to the root joint, and the hip joint to the hip joint; I don't want MotionBuilder to treat them as the same thing and consolidate them into one retarget. I'm sure this is possible and that it's me making the mistake - can anyone help me?