Hi, this is kind of a newbie question, but I could not find a clear answer online. I am having trouble getting root motion to work with my animations. When animating in Maya, I set up my rig so my root bone would always remain at the origin (0,0,0) while the rest of the skeleton moves with the rig, as that’s what I interpreted the Unreal docs were telling me to do. Here are links to videos showing the animation that’s being problematic in Maya and in Unreal. When I imported this dodge/roll anim into Unreal and enable root motion, there has been no change in how the engine processes it. Have I been animating wrong? How do you handle the root bone when creating animations?
Thanks a lot! Based on your answer I created a quick workaround in Maya by simply point constraining the root bone to my rigs upper body root control (with offset on), the bone now follows the rig to provide the info Unreal needs. This way, my regular animation workflow in Maya is not changed. You rock!