Hello fellow UE4 users. And also a big thank you to all of our customers who are supporting us because this lets us continue creating and submitting new content to the marketplace.
A customer reached out to us 2 days ago mentioning problem with our root motion animations, the character would have a wrong orientation and therefore the root motion would go the wrong direction. Has any of you, fellow customers, ever encountered a similar issue with our content? If so, did you manage to find a solution? We’re surprised that he is the first customer to mention a problem with our root motion animations. We’ve been reselling our content with root motion since something like March 2016 on the UE4 Marketplace and none of our customers contacted us with any issues…
We do hope that it’s not because our customers only used the In Place animations…
If you’re one of our customer we would really appreciate you share your experience to help solve this issue. If indeed there is definitely a problem with our root motion animations because of something we didn’t know, we would love to fix this and improve our assets.
not sure how best it is to handle this silence on that thread:
1/ nobody ever had an issue and this last customer is doing something wrong?
2/ nobody uses our root motion animations?
3/ all our customers tried to use our root motion animations without any success and moved on to only use the In place ones ( which would be pretty weird since we should have had a hell of a lot of support request…)
If any of you have any feedback or advice regarding the use of root motion in UE4 and the best practices / set up it would be highly appreciated.
did you use our products? have you ever tried using root motion (with any other assets as well)? Not sure why everybody would use in place instead. Root motion has some real nice features. Unfortunately your post doesn’t help much but thank you for voicing your opinion
Well at this stage of the UE4 development game root motion is a promise of things to come due to the lack of information as to proper implementation, more so when it comes to network replication requirements, and I agree that RM is the way to go as it does solve a lot of hassles on the content development side of things. The root of the problem, pun intended, is root motion is not coder friendly once one gets past the stand alone game requirements that creates a massive workload for the programmer who would have to duplicate the network feature set represented by the movement component that requires the intensive use of in-place animation.
Problem #2
Root motion is the way things are going but to date the other shoe has yet dropped as to the practical reasons that Root Motion is superior to in-place as it’s use requires the ability to author and/or edit the animation prior to it’s use in Unreal 4. In some ways I suspect this is why there is not a lot of feed back as a lot of times it’s unclear as to the intent of clip X to preform as to a given need and as long as the timing is correct it’s little effort to correct the problem during the editing process.
Have I found a problem with your product?
No as I do not own a copy of your product but the solution to any problem that I’ve run across is to import into Motion Builder and make it behave the way that I expect it to and even Epic’s free animation packages has root issues.
Havent yet purchased characters from you, but looking much forward to get the Vampire or some other The Strain tv-serie style characters soon. Will use root-motion definitely if possible since it seem to be the only way to have no foot sliding if the moving speed isnt linear.