As the title suggests, I’m trying to have my character lunge forward while doing a melee attack. The initial attack animation that I put on my character has no root bone translation, and is a basic punch (with an upper body slot set in the montage and state machine). I’ve done some research, and so far the methods I’ve tried are not working out, so I have a question about some of these methods:
Launch Character node - seems simple enough, but found out it makes the character go into a “fall” state, and just looks like I have my character almost floating forward for a brief second (even with Z launch velocity at zero). Is there a way to disable the activation of the falling state?
Add Impulse node - Pretty close to the result I wanted, however, since the target node is the character movement component, the character sort of does a “stutter step” with his feet (probably because the sudden increase in speed is triggering an almost “run” state in the animation). The feet are jarring and not smooth at all. **Any way to get around this (ie, have the character just go forward and play the animation, without having the lower body animate oddly)? **
I changed to an animation I got from the Epic Store with a root bone translation in the forward direction (ie, a forward dash with a punch at the end) and turn on “enable root motion”. However, the character travels too far forward, and I don’t know a way to reduce the travel distance of the root bone within engine so far (without having the animation live withing the state machine, which I do not want). Is there a way to reduce this forward translation without going into a 3rd party app?
Edit that animation (in #3) in a 3rd party app (i’m using maya). I exported that animation out of UE4 and into Maya - but the twist bones are messed up! I’m unfamiliar with animation, so any help with this i would gladly appreciate. Am I simply exporting this wrong out of UE4 (Are there proper settings I need)? Or are animations exported out of UE4 not conventional? Also, how do I go about exporting the skeleton with an A-pose?
As you can I see I went through my options, and I usually figure this stuff out without posting in the forums, but I am a novice when it comes to animation and UE4, so I thought it’s worth a shot posting here.