I am making a combat system similar to the sword / knife ability in Destiny.
(jump to about a minute in to see what I am getting at)
What I want to tackle first is the basic ‘dash attack’ the character does. A simple punch where the character dashes a few feet. I have a simple animation ‘one - two punch’ animation montague set up, and I want to use root motion for the dash and have the player capsule follow the root animation, which goes forward a few feet. Root motion.
inside the animation montage, I check the root motion boxes, but that doesn’t work, all it does is disable movement input when punching, but the character still leaves the capsule and snaps back when the animation is finished.
…But I can’t find the ‘get anim instance’ node, or the node connected to the left there where it says ‘self - mesh’. I searched it in the add node menu, but it isn’t there.
Where can I find that? And more general, would this documentation help me achieve what I am looking for? Is root motion the best way to set this up?
Within my Ledge Climbing system, I can only use Root motion, if I change the movement type of character to flying. Try adding a “Set Movement Mode” to flying before starting the root motion, and change it back after finishing it.
This is my setup. Also, in the OP, I mentioned not being able to find ‘get anim instance.’ I did end up finding it, but I still can’t find that ‘self - mesh’ doohicky.
On the picture bellow you can see that the root bone of my character is moving up. Also,you can also see that the Root is the first item at the hierarchy, on the left.