Root Motion, how to set up in Motionbuilder?

anonymous_user_1a1a0e3a
Wed, 21 Sep 2016 19:42:43 +0000
Character & Animation

This is a dumb question maybe, but how to use Motionbuilder to ensure Root motion?

When using Motionbuilder the default is that the skeleton ends up with a ‘Null’ node at the top of the hierarchy. I believe this is the notional root. It doesn’t move in MotionBuilder. In Ue4 it stays still and the Pelvis node is stretched towards it. I want to enable root motion, but checking enableRootMotion in Ue4 seems to do nothing, so how to set this up in MB for Ue4?

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