I would like to achieve some sort of smooth transitions between 2 “poses” with completely different “root” bone position(relatively to other bones).
What I am trying to do:
- At a certain moment of animation(montage) I am setting “pelvis” bone fixed in place with “Transform (modify) bone”.
- After “pelvis” bone is “fixed” - I am setting pawn/skeletal mesh/whatever location to match the new animation loop “root” bone position.
- Then I am gracefully fading out “pelvis” from fixed transform to where it supposed to be in the new pose(to avoid even minimal visual clicking)
Everything seems to be working great except that when I am changing SkeletalMeshComponent position - whole skeleton is following the component transform just for a single frame, thus ignoring active “Transform (modify) bone” override.
It seems like skeleton is captured for rendering between “changing the component location” and “multithreaded animation blueprint update(where “Transform (modify) bone” put’s “pelvis” back to it’s fixed place)”.
Any suggestions how can I cure this “clicking”? Or maybe my approach is not valid from the very beginning? Root motion is not an aid in my case, as some animations have a “reverse” nature(where root is already at the animation final destination, ecc).