This plugin lets you extract root motion data. Using the extracted data, removes errors like foot sliding and let’s you use all root movement coordinates in non root motion animations.
You can transfer root motion data to float curves or animation curves including animation sequences or montages.
Just pick source asset with root animation, a target, make your capture selection and press Extract.
It’s that easy.
With the help of RME you can write very easy movement data in curves otherwise it’s heavy manual work.
Basically when you extract the Movement Speed from a root motion animation the actual speed in cm/s is stored at the current key frame. Then you can get that value from animation blueprint using Get Curve Value node and set that value to the character movement component (Max Walk Speed node) on your character.
It extracts location and rotation separately for each axis. It doesn’t store values in FTransform variable type but you can use float curves output and build a transform variable.
You can decrease the precision to minimum to get only the beginning and the end of animation values.
You can check the above tutorials and see the actual output.
I’m wanting to extract root motion data from an animation and drive the character scene root through blueprints, would this be possible with RME? Alternatively is it possible to use the data extracted to drive a character root as a player (equivalent of pressing forward / side etc) rather than AI taking over the pawn when playing an animation on it?
Hey man, I remember you have post the video where you show how delete effect sliding animation, how use curve in the AnimGraph, I dont find now on youtube channel, can show me this video I have need? Tk bro…