I have a set of root motion animations that have a root bone that remains at the origin. I have used them successfully in Unity, by choosing a different root bone (One that moves with the character, the 2nd in the hierarchy). Is there a way to do this in Unreal, or do I need to re-export the animations, or at least the skeleton?
Hi 3DMoss,
We do not support this currently. Root Motion has to come from the root bone. The reason for this is performance. There would be non trivial added cost to supporting a different bone in the Skeleton.
- I would be curious to hear what benefits you would get from such feature?
- If we offered an option to convert a non root bone root motion to a root bone root motion in editor, would that be a good solution?
Thanks,
-Laurent
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I think that solution would work, but I just fixed it in Max doing something similar, so it’s really no big deal. I can’t remember why the asset was made that way, it was done a while ago. Thanks!
Glad you got it working!