I’m stuggling with root motion, big time.
I have an animation of a spaceship in Maya that flies for a VERY long distance, over a mile lets say. I need to be ale to track the location of this spaceship in Unreal in order for many systems to work correctly, so it needs to be a character BP with root motion enabled. However I am having difficulty getting the root motion animation to be positioned exactly as I have authored it in Maya. It is slightly offset in x,y (i am z-up).
As an experiment to verify that my root motion animation is in the correct spot (which it currently is not), I have exported two versions of this animation from Maya:
-Version 1 (my control in this experiment) is exported from the authored world location in Maya. In Unreal, it plays as a simple animated skeletal mesh and represents the correct world space location I am looking for.
-Version 2 has been moved so that the first frame of the animation is at the origin (0.0.0) in Maya and then reexported. Meant to be played as a character BP with root motion, where I set the characters initial position to match the first frame location (as authored in maya).
When I play both of these animations at the same time in Unreal (two identical spaceships, one a skeletal mesh, and the other a character blueprint with root motion and set to flying), the root motion spaceship is off slightly from the skeletal mesh spaceship. Both spaceships start right on top of each other but once they start to move, they instantly are off slightly, by about the width of the ship itself.
I cannot for the life of my figure out how to get this working. If I disable root motion in my character BP, its rock solid, but with root motion enabled its off.
I am wondering if Unreal has a hard time with being so far from the origin of the scene, or perhaps the ship is flying too fast to keep up with? ANY suggestions or help would be greatly appreciated. Thank you!