Root Motion

Hello,

If i’m not wrong,it was yesterday that i posted a question about animation movement (Animation's Movement - Character & Animation - Epic Developer Community Forums) here, but suddenly today, i wanted to ask a question, but you know it say resolved so, i don’t dare to post it there.

My first question is, does the EnableRootMotion option in the animation sequence is about the main bone that contain every bones of the skeleton? example: Root (Since the SK_Manequin has his main bone as Root that is in the ground), i want to know because when i used the enablerootmotion, the main bone of my character was Hips (Below the stomanch) and of course when i used the enablerootmotion, my character suddenly used a weird position.

The other question is: If the enablerootmotion is about the main bone, then does this mean that the translation in the space of the animation (See my question and the answer in the link above), i do have to make it on a program such as blender?

I know that the action of the animation is made in other programs, but i mean, the translation in space. (In the link above, when i say movement, then it’s about translation in space).

Thanks for the answer.

Hey there, even if the issue is closed you can still ask something if its related with the original question :slight_smile: root motion uses the root bone in the bone hierarchy to translate and rotate the capsule collider that comes from the bone. The root motion itself is done on the 3d software. The translation will be applied in relative space of the mesh.

Its not automatic because unreal has no way of knowing hou much you want to move and rotate so you have to define it manually.

Thanks for the answer!

I thought the root motion was automatic made by UE4, but at the same time not because i wanted to make a long translation in a single animation.