Is it possible to make a root motion animation in editor? For example, using the idle animation, I simply want to move the character forward a little and have root motion applied to that so the new idle animation that moves will play on the press of the E command in game. I have tried a few different things but I personally can not get it to work.
I am trying to quickly test game features without having to create animations or anything in a different program at the moment. Apparently, many people have serious trouble with importing the mannequin to blender to edit an animation and I am trying to wait until I am further along in my game to test out maya.
Anyone know how?
Just make the animation. It takes about 5 minutes.
http://mosthostla.com/gamedev/bonebreaker/
Also, since all you are concerned about is moving the root bone you don’t even need to animate anything. You can just create 2 keyframes one for frame 0 at starting position.
Select root bone in pose, press I, select Location.
move to frame 10, 20, 30, whatever suits your need. Time wise default is 25/30fps and I would leave it be. Ue4 manages the frames itself with less data.
With root bone selected move it by pressing G and X or Y to offset in only one direction. After you are happy with location press I and keyframe the location again.
You can then move the frame around to play with the timing should you need to.
Bake the animation - F3 search bake action, select all visible.
export. Impot. Done.
you don’t need my plugin to do any of that, but then you would need to manually do all the steps of setting scaling, choosing what to import, what to export…
if you use my plugin you don’t even have to rig to do this.
import will set the scaling for you.
Exporting after baking will take care of the rest. Even in the current version the base mesh export should be set to export skeletons by default. (If it’s not you can just shift click armature in the export dialog. Leaf bones are disabled by the plungin 100%)