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Root motion with Paper2D and Flipbooks


I'm a Unity developer by day, and in Unity (with a bit of work) I'm able to animate the transform of my sprites per-frame akin to 3D root motion.

For instance I'd like my "ClimbLedge" animation to actually move the character each frame, with the character ending up on top of the ledge in world space at the end of the animation.

Is there any way to achieve this in Unreal Engine with Paper2D flipbooks?

Thanks for any and all suggestions/solutions.

Product Version: UE 4.11
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asked May 03 '16 at 02:55 PM in Blueprint Scripting

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avatar image nopunintendo May 09 '16 at 05:47 PM

bump. Is there some way to sync up a 3D animation timeline with a flipbook timeline?

avatar image haruna May 25 '16 at 09:07 AM

Are you using Blueprints?

I have done something similar to this by adding actor local offset while the flipbook in question is playing using a Timeline component. https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/

Wow, the thumbnail in the documentation shows EXACTLY what I mean! If you're just moving up, then you can use a float track instead of a vector track. Then in Add Local Offset, right click the yellow delta location pin, Split Struct Pin into 3 floats and connect the float track to whatever axis you're using to move up.

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