we are working towards a film game where we have seamless cut scenes and gameplay - a bit similar to this, good example at about 7 mins 20 secs https://www.youtube.com/watch?v=qC5KtatMcUw&t=467s&ab_channel=UnrealEngine
We have created our own dynamic camera system to seamlessly go between gameplay and cut scene. For gameplay the player’s animations need to have root motion enabled, however for our cut scenes the animations don’t need it. If we disable root motion in the anim clip, at the end of the sequence the player slides back to its root position (position at beginning of cut scene) meaning we lose the seamlessness between gameplay and cut scene. We have found a temporary solution by using takes to bake out the animations transform values for the cut scenes, 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 this, recording key frames in takes and replacing them in the sequencer is very time consuming and generally not actually reliable.
Does anyone have any thoughts on this or could help us understand what the issue could be, or perhaps even an alternative method altogether?