Two possible bugs in Physics and Root Motion
Hello, I'm ussing the binary build from the Unreal Launcher, build version 4.0.1 - 2027741.
The PhysicsAsset in the game behave differently than in PHat. Collisions between bones are different.
The "Angular damping" parameter works in the PHat but does nothing in the game.
I'm using a very simple Pawn from "Third person template", extending from Character, and I haven't any parameter about physics in my code.
I have an brake animation with root motion, to play when the pawn stops running. But when playing, the pawn deviates to the right.
The animation ends with the pawn centered in the same position from which started, but more advanced. But there is an "invisible force" that pushes it to the right while moving. The same animation have been using in UDK3 and that worked perfectly.
I tried with a flat animation, which only moves the pawn forward, and works perfect. It is possible that when moving to the right during the animation some extra displacement is applied?
The phat set-up shouldn't matter while pawn is walking using root motion unless you're partially blending with physics, which I don't think is this case.
It seems the issue can be root rotation is not extracted correctly since you're rotating character to right? Or are you just moving the position to the right, but no root rotation? Is root rotating?
answered Mar 30 '14 at 08:41 PM
Make Sure your bones hierarchy are correct, dont use Hips bone as root because any rotation or traslation it has its gonna affect the final animation, use a separate bone named Root as parent of the Hips bone and transfer the traslation of the hip to the root bone and keep rotation 0. Hope it helps
answered Sep 15 '14 at 01:41 AM
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