Dear all
To recreate cinematic sequences beyond the standard character axis movement I (event) trigger an animated walk sequence for my player and (because I am not using rootmotion (see bellow)) the character jumps back to the initial position. My work around this: upon the EndOfAnimation notify I simply relocate the capsule (with Set World Location and Rotation (target CapsuleComponent)). Problem: At the end of the drive (say from x=0 to x=100) the character makes a abnormal jump from 200 to 100. How can I solve this?
It seems the capsule “Set World Location and Rotation” gives an extra impulse to the charater which it regrets the next frame… correcting it
Can we by any way disable this effect? Other way around?
Why I am not using root-motion:
I am using Biped (Max) characters with no root bone in the 0/0/0 position. My root motion scheeme does not work (characters float around the bip001 skeletal origin which is animated).