Hey, we are currently making a game, which is more of a film game, where we have created our own dynamic camera system to seamlessly go between gameplay and cut scene. A bit like in this example here (about 7 mins 20 secs): https://www.youtube.com/watch?v=qC5KtatMcUw&t=467s&ab_channel=UnrealEngine
As usual for gameplay the player’s animations need to have root motion enabled, however for our cut scenes its preferable that the animations have root motion disabled.
The issue we have it that if its enabled our cut scene animations stay in the root position (needing to be manually key framed which is a nightmare in itself), but if we disable root motion, at the end of the sequence the player slides back to its root position / collision capsule meaning we lose the seamlessness between gameplay and cut scene.
We have an unstable solution at the moment where we bake out the animation transforms
for the cut scenes in takes. However every time we create a new cut scene we discover new anomalies that we can’t problem solve and we are really struggling to get a stable pipeline for this. Besides, working like this is very very time consuming and generally not very reliable.
Does anyone have any suggestions for how to approach this issue differently? Perhaps we are missing a very convenient tick box somewhere??? Very grateful for any suggestions that could help us understand what the issue could be, or perhaps even an alternative method altogether…