How does the vaulting animations in the Animation Sample Project get the root bone of the skeleton to move with the animation? I’ve downloaded some parkour animation from Mixamo but the root bone stays on the ground (not moving in z axis, only xy) when root motion is enabled, even if the character is in the air. I’ve attached a screenshot of the ASP animation and mine from Mixamo. Notice how the root motion track rise in the ASP animation and stays flat in the Mixamo one.
Generally I’m curious to know how to work around the “attach”-bone. I think that’s the bone which controls the vault, mantling and climb anims, including the z-axis. Would be nice to know how to create the same system without the attach-bone. I’ve tried adding it to my own meshes and skeleton, but it doesn’t work perfect.
I’m also curious about the function of the attach-bone. Could you explain what it’s suppose to do?
I’m not sure, but to me it seems that the “attach-bone” is used to calculate the position when using the traversal system. Without it, it won’t work.
And it needs to be placed correctly on the skeleton for it to work as intended.
I might be wrong, but that’s my conclusion after experimenting with it for a while.
I won’t build my whole game on the GASP project, and be forced to have the UEFN character and then retarget-system.
So I need to figure out how to work around that
I have no idea about the specific thing you are mentioning, but if you did things yourself this is easily done by using root motion, animation curves, and applying the curve you want to the root bone.
You can look up the TurnInPlace live training stuff to see how it’s supposed to be done for rotation.
Apply that same concept to just about anything - even movement speed.
Also note:
Pelvis and Root are not the same bone on mannequin/default engine setups.
As such. You can manipulate the pelvis bone within an animation however you see fit and cause the mesh to move up and down visually without affecting collision.
Normally in a Jump you want the collision to follow along, which is why you dont do jumps as root motion/curve based animation.
Exactly how does the attach-bone work for the animation? I couldn’t quite figure out why it needs to exist even though it obviously looks like it’s doing something. I’m very new to skeletons and animations and still trying to learn the basics.
Can you use curves to affect the location of the root-bone without affecting the location of all other bones? And do you know of any tutorials and talks about this subject? Would appreciate it.
No, you would have to somehow counter the movement of the root bone.
It’s easy enough thoughb
You have to calculate the new root bone position.
You can do the same math on the pelvis bone, and then invert the result to move the pelvis back where it should have been.
I don’t really see any applicable use for this. But just because I cant think of a situation doesn’t mean you don’t have cause to.
What is far more likely is that you should move a custom bone (virtual or otherwise) that you use specifically for whatever purpose you are attempting to use the root bone for.
I guess I can think of one thing. In case you want the capsule collision to stay away from the mesh moving the pelivis away from the root would effectively accomplish that.
Don’t know why one would, but like I said, the option exists…
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