I use 3DS Max and am using a CAT rig for my humanoid.
As I understand it you need an extra bone at ( 0, 0, 0 ) that you parent your skeleton to in order to allow for root motion. I have done that, however, when I apply CAT Motion Layers (procedural movement animations, a great time saver) the root bone just bounces around like crazy. I’m assuming this would totally prevent any root motion as my character would be wobbling up and down.
What’s the workflow here?
Is there a way to prevent CAT Motion Layers from effecting the root bone so it stands still?
Why does the root bone in the UE4 documentation (https://docs.unrealengine.com/latest/INT/Engine/Animation/RootMotion/index.html) seem to be parented to his pelvis, his ankles, and his hands? Doesn’t it only need to be parented to his pelvis?
CAT rigs include a large platform with an arrow on it that your character stands on. This acts like the root bone for your CAT rig, and all bones move with it. Is there some way to export this as the root bone?