I’m using an animation sharing tool to use multiple AIs. How can we use root motion in animation sharing?
I’m unfamiliar with the Animation Sharing Tool (plugin), but I imagine it would be the same as ever–enable root motion in your animation sequences (not montages).
For blendspaces (locomotion):
For attacks (sudden movements):
If it isn’t that simple, an AI search yielded the following:
Root motion in animation refers to the process where the movement of a character is driven directly by the animation itself, rather than being controlled by the game engine’s physics or movement system. In Unreal Engine 5 (UE5), root motion is often used for precise character movements, such as combat animations, climbing, or other actions where syncing animation and movement is critical.
Here’s a concise guide to sharing and working with root motion in animation tools in UE5:
1. Enabling Root Motion in UE5
- Import Animation: Ensure your animation file (e.g., FBX) has root motion baked into it. This is typically done in your 3D modeling/animation tool (e.g., Blender, Maya).
- Enable Root Motion:
- Open the animation asset in UE5.
- In the Details panel, check the box for Enable Root Motion.
- Set the Root Motion Mode in the Animation Blueprint to “Root Motion from Everything” or “Root Motion from Montages Only,” depending on your needs.
2. Sharing Animation Tools
If you’re collaborating or sharing tools for root motion workflows, consider these:
- Exporting Animations: Ensure the root bone is included in the export process from tools like Blender or Maya. Use consistent naming conventions for bones and skeletons.
- Animation Retargeting: Use UE5’s IK Retargeter to adapt animations to different skeletons while preserving root motion.
- Version Control: Share animation assets via version control systems like Perforce, Git, or Unreal’s built-in source control to maintain consistency across teams.
3. Tools and Plugins for Root Motion
- Blender Add-ons: Use plugins like Auto-Rig Pro or Rigify to create and bake root motion animations before exporting to UE5.
- Maya Tools: Leverage HumanIK or custom scripts to bake root motion into the root bone.
- Marketplace Plugins: Explore UE5 Marketplace for tools that enhance root motion workflows, such as animation packs or root motion utilities.
4. Debugging Root Motion
- Preview in UE5: Use the Preview Scene in the animation editor to verify root motion behavior.
- Show Root Motion: Enable the Show Root Motion option in the viewport to visualize the root bone’s trajectory.
- Adjust Root Motion: If the root motion isn’t behaving as expected, you can tweak the animation in your 3D tool or adjust the root bone in UE5.
By following these steps, you can effectively work with and share root motion animations in UE5, ensuring smooth and precise character movements in your projects.
Unfortunately, even if I do what you say, root motion cannot be played when using Animation Sharing.
Sorry, I don’t actually know about that plugin; I just found some results online.