Hey y’all, good to be back.
Or it would be, at any rate, if I weren’t in a bit of a pickle. That’s part and parcel of the whole game design shebang, though, isn’t it.
I just finished watching Crocopede’s tutorials on ledge climbing and wall running and, feeling proud for following along, I whipped up a skeletal mesh in Blender, animated it and brought it into Unreal. A couple of the animations rely on Root Motion to behave properly, and unfortunately, I don’t really understand the system.
Put simply, I’ve got an animation where the character climbs up onto a ledge from a hanging position and no matter what I do, I can’t seem to get the guy from point A to B. I’ve read up on it but haven’t succeeded yet, and there doesn’t seem to be much documentation on the subject.
Near as I can figure I’m supposed to move the root bone from the hanging position to up on the ledge, like this:
From the bottom to the top:
In UE4, I do the usual, flip Root Motion on, turn it into a montage, but no cigar.
The problem must be on Blender’s end, since the animations supplied by Crocopede work fine. I’ve tried changing the relative location of the root bone, but no matter where I put it makes a difference.
Any help is, of course, appreciated. Have a good day out there, and stay safe.