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How do I enable root motion in 4.7?

Hi all!

I was looking into how to apply root motion to my animations so that the capsule collider for my character follows the root bone, but in the 4.7 update the options in Persona have been moved or removed, now I don't know how to set up root motion.

For example, in my project the character steps forward when they attack, when this plays without root motion the animation moves without the collider (and in turn, the camera), I want root motion so that the collider and camera follow the animation.

Can somebody guide me in the right direction, please?

Thanks! :)

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asked Mar 09 '15 at 02:29 AM in Everything Else

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Nyar
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avatar image IanBreeg Mar 09 '15 at 06:40 AM

There are two places you need to check - first, you need to enbale Root Motion on animation you're going to play. Second you need to set the root motion mode in the defaults section of your animation blueprint to "Root motion from everything". After that you should be good to go, though bare in mind that this type of setup won't work for games with networking capabilities.

avatar image Nyar Mar 09 '15 at 12:46 PM

Hi! Thanks for the response!

I have enabled both of the settings but the camera is still not following the animation, i have attached a gif below to show you.

http://a.pomf.se/ubrcet.gif

I use an animation montage for the attacks, if that's any help?

(please don't mind the weird sword, I still need to fix the socket :P)

avatar image IanBreeg Mar 09 '15 at 01:15 PM

Judging by this snap at the end your character is not playing root motion. Could you post a picture of your setup? Specificaly the root motion attributes I've mentioned above.

avatar image Nyar Mar 09 '15 at 02:00 PM

Hi! I've attached the most important parts of the setup including those you mentioned.

alt text

derp.png (61.7 kB)
avatar image IanBreeg Mar 09 '15 at 02:28 PM

Just to make sure - you;ve set Root Motion from Everything in the defaults section, not the preview one, right?

The other thing you can check is that you actualy have root bone animated. If both of these things are checked then it is really weird you can't get it to work.

avatar image Nyar Mar 09 '15 at 02:38 PM

Ahh i think that may be the problem, i've been moving the 'Hips' bone instead of the 'Master' bone, weird because it doesn't show up in maya so I never knew it existed!

I'll try re-animating it using the master bone and that should work.

Thanks a lot for the help, I really appreciate it! :)

avatar image Aquanasia Mar 13 '15 at 08:01 PM

"you;ve set Root Motion from Everything in the defaults section, not the preview one, right?"

well....that fixes an issue I have been having for a while now...THANK YOU!

avatar image IanBreeg Mar 13 '15 at 08:15 PM

You're welcome, glad I was able to help :)

avatar image Gustavo Távora May 12 '15 at 10:28 PM

well, i dont have an especific root bone, but my hips move all the skeleton, its the first in the hierarchy, so it is a root bone... my problem is singular... when i enable root motion, my character starts to rotate in the air, becomes a realy mess... maybe you could help me?

avatar image Achilleon May 12 '15 at 11:40 PM

You -need- to have root bone. At UDK times you didn't have to, but appearently in Unreal 4 it is a must or else it doesn't work properly. I learnt this from hard way.

You may need to recreate your skeleton or if you can add a bone that stays at 0.0.0 coordinates and moves everything along, it would work too.

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