Hello!
I’ll create a new topic about it since it has not been answered in multiple years and after multiple request.
Could we have a way to process root motion in sequencer while keeping the transform track please. I understand the movie industries might not need that, but for games it would be very useful for many game systems.
Workflow:
Having a Sequencer using a Transform Origin to use as a reference point to play animation on.
Blending from gameplay to that sequencer, enabling root motion on the animation to move the capsule where the character need to finish to blend back to gameplay.
But, you need to keep the transform track to let the character know the offset from the point or origin since your animation might not start from 0, 0, 0. Especially if you have multiples characters in the sequence that need to be synchronized.
So can we have a way to let the transform track know we need to process the root motion on top of the Transform track values. The blend in and out should take that into account also. So if we blend out the transform track, the animation should end where it is! I’d rather see the preview mesh stay where it is then blend to the Transform Tack default values.
Thank you, that would be very beneficial for game developer to use the full potential of the sequencer in a seamless in and out situation from gameplay, and more.
P.S. And no, the Import From Animation Root option from the Transform Track menu is tedious and does not work well so it should not be an option (What happen if you update the animation and don’t re-update all of the tracks…)