I copied in the blender, F-curve from the hip to the Root Motion bone, to use in ue4, everything seems to work when I activate the “Enabled RootMotion”
but when I enter the game scene and run the animation “walking”
the Y axis does not work properly, the player’s feet stay in the air,
does anyone know how I can fix this?
see this video below to see what’s happening in my project
Instead of moving the Root Bone up and down (Unreals Z axis), I usually adjust the Pelvis or Hip bone. Other than that, just adjust the character capsule component to match the height of the player.
how can i adjust the pelvis or hip bone? where? in blender? my rig are right?
I made another animation of the character jumping and copied the f-curve of the waist in the RootMotion bone, I imported for UE4 I activated the option “Enabled RootMotion”
I see the RootMotion process perfectly,
but when I enter the game scene the Y axis simply does not work, WHY???
see my another video in the Youtube
Blender to UE4 Jump animation Resolved - YouTube
I do not want to use Blueprint to make my character jump,
I think this does not make sense, I was happy with the unreal until the moment I came across these things copy and paste F-curve the waist in the RootMotion bone to function,
in the Unity does not have these silly things that makes the person waste time, I’ve lost more than 3 days trying to solve this, and no one helps me I’m already getting sick of this UE4, I’m seriously thinking of going back to the untiy,
so somebody help me fix this or tell me how this works please