I’m so sick of buying animation packs and having to badger the creator for a week to get them to do root motion correctly.
When is root motion optional? Well I’m glad you asked. Root motion is optional on animations of non-locomotive actions that do not move the mesh outside of its collision capsule. Non-locomotive means that the animation is not changing where the character is in the world, but only the pose that the character is in. Changes in posture, aiming directions, and hand gestures all fall into this category. Walking and running loops also fall into this category, as they are meant to loop while the character’s movement component causes locomotion.
When is root motion NOT OPTIONAL? Any other scenario. Anytime the character mesh could be moving outside of its collision capsule. Any action that should be changing where the character is in the world. Nearly any type of melee attack.
Here is a basic rule. Horizontal motion goes on the root bone, not the pelvis. Always. Vertical motion goes on the root when the entire character is moving up or down in space. Otherwise, vertical motion should go on the pelvis.
Why is root motion so important? If your animations are supposed to have it and don’t, then they are completely useless to game development. It doesn’t matter how pretty they may look.
Major issue 1: The character capsule and mesh will be misaligned without it. The character mesh will end up clipping through the world. Collisions will not look right.
Major issue 2: The character mesh will snap back to its initial position once the animation is over. Looks awful. Breaks the flow of motion.
Major issue 3: IK will not work correctly without it. IK bones are typically used with the ‘Animation Scaled’ option. They are parented to the root. They will scale from the root. Your root is way to the right of your character? Well, now both hands are way to the left.
It is baffling to me why so many animators are dumping content on the marketplace without even the most basic knowledge of how animations are used inside Unreal Engine 4. It would also seem that Epic is not taking this into consideration during QA, or that they aren’t actually doing QA at all.