Hi, after my failed attempt at trying to get my original 3ds max biped rig working for root motion, i have tried using a Mixamo Unreal rig for my mesh but now there is another problem.
It appears unlike the default herotpp skeleton and Kubolds movement animset skeleton, the Mixamo rig is y-up on the root bone so when i apply root motion in UDK this happens.
I also work with animations in Motionbuilder, the different axis roots make this rig incompatible with every animation i was going to use, here is the comparison.
Note i have tried 10’s of different configurations of exporting, importing, retargeting and merging between 3ds max, mixamo, motionbuilder and UDK.
My final option was going to manually reposition the root and ik root bones in 3ds max so that they face the right way, somehow i don’t think that would turn out well.
If someone, anyone could please help me i would be forever grateful.