Root motion for Locomotion?
I'm setting up an (Uncharted style) 3rd person character controller for a single player story driven game, using the Kubold Pro Animation pack available on the marketplace.
I'm trying to use Root motion for Locomotion, problem is while a root animation is playing I can't change the direction of movement using the Add Movement Input node.
I tried using root motion from everything, playing direct animation from a state machine, and also tried using Anim Montages, both lead to the same problem.
currently when I press forward the character transitions from Idle to Start_Walking animation to Walk_Loop, and finally Stop_Walking when I let go of the forward input, and everything is transitioning very well.
Only problem is I need to somehow add a rotation offset to the root motion so I can look around with the mouse and the character would change walking direction accordingly, is there a way to do something like that?
I already have a working setup using blendspaces, but I thought Icould use root motion to eliminate foot sliding especially in complex animations like for example Changing Run Direction 180 degrees.
Is this the right way to go?or should I get back to blendspaces and keep root motion for one shot animations only? Best Regards.
If you'd like to use root motion for everything, can you hook up turn animation to rotate root?
Currently we only support root translation/rotation together.
answered Dec 08 '14 at 10:19 PM
I'm not sure why steering is not working in your case, as this is something we're doing on Fortnite. You may have to put a breakpoint and investigate what's going on.
In ::PerformMovement() we disable rotation updates, but only for DesiredRotation, which is a code path that AI takes, not the player.
The player goes through: PlayerTick -> UpdateRotation -> FaceRotation
So somewhere in there something might get trapped.
Hope that helps!
answered Dec 08 '14 at 11:04 PM
Laurent Delayen STAFF
I believe in 4.6 root motion animations can be blended in blendspaces. Ive seen the animations from Kubolds animpack, and there are turning animations driven by root motion there. If the reference bone rotates with the animation then there shouldnt be too much of a problem. If you have pictures of your blueprints it might help people help you.
answered Dec 09 '14 at 03:54 AM
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