Hi All,
I’ve got some animation cycles to do that are giving me nightmares. The ART rig has worked fine on my walk cycles and I’d like to keep using it. Do I now need some local mods to the rig and how to get started making them?
I want to keep using root motion. For the walk cycles the root bone is point constrained to stay under the pelvis – letting me animate across the floor yet end up with in-place cycles after FBX import into UE4.
The plan is to stay with IK for both legs. In the new animations the character will be turning / pivoting on one foot then the other. The center of the pelvis can no longer be the character pivot point and thus can’t be the location for the root bone (x & y).
So far, moving and keying the offset_anim pivot to alternate it between the ball of each foot ends up a mess. The first time I move the offset_anim pivot this shows up on Rotate Pivot X & Y channels. When I next move the pivot the values show up on Rotate Pivot Translate X & Y and things start getting crazy.
Seems like I need something nearly identical to offset_anim but the two new versions will stay centered under the left and right foot toe joint. For rotation only, each control would rotate the entire character using a pivot point that is always in correct placement under the foot.
Anyone have a nightlight that might help?