So, i’ve searched a lot of places for a workflow description on how to solve this kinda trivial problem with animations where the root bone/joint is rotated differently.
It causes transitions between two animation sequences to make a dip below ground. As described in these other posts:
And probably other places too…
Anyway, the closest i’ve gotten to a solution for this, was iamjohngalt75 who posted some fixed files, but not the explanation on how to fix it actually. Since this is a problem i bet we’ll see other places too, im curious of how to actually fix this.
So far i’ve tried the following workflow without much luck:
- export ie. ThirdPerson_Walk animation to FBX.
- import into Maya
- pick pelvis bone, unparent
- rotate root bone (set x rotation from 90 to 0)
- parent pelvis bone and root bone again
- fail (as soon as i touch the animation slider, the skeleton pops back
other try was to:
- and 2) export and import as above
- select root (all)
- mark all translations and “break connections”
- freeze transformations
- unparent, rotate and parent again
- fail (now the animations are gone, but pose and root is in right orientation)
another try was to:
- and 2) export and import as above
- select root bone, and adjust Pivot rotation (does not affect rest of child bones), since i the IK bones don’t seem to matter it’s ok… i think)
- export to FBX
- import in UE4 and select my old skeleton
- fail (zoom in on the root bone and the orientation is not affected by the Pivot rotation)
Im officially out of ideas… how do i fix this in Maya?
Please vote this up, to attract attention to this issue…