For this backwards dodge animation I moved the character without moving the root, so he ends up off center of the root (the leftmost pose while the root remains at origin). This will eventually be exported into Unreal Engine 4 as the player’s backwards dodge animation. The root (and character) for my other player animations remains at origin in Maya and would be translated via UE4.
As it is right now, I don’t know how I would be able to play (for example) the idle pose animation after this one without the character ending up sliding back to the root at origin (rightmost pose is the idle pose)
Does anyone know of a solution? Thank you