I've done some motion capture work for my game level for my University assignment, but when it comes to adding this to my player character is where it becomes difficult, it seems that motion capture animation and traditional animation are different somehow, I discovered this when following this tutorial:
Sorry I should have explained better, I've done all the motionbuilder stuff and imported both character, Rigg (with rootbone) and animation to UDK and its working perfectly in animset viewer but this problem is happening when I try to make my custom player character use that animation as the default walking animation, i've done all the scripting that it says in that tutorial (only a little more extensive) but it seems that motion capture animation and trad. animation (which the guy in the tutorial uses ) are different somehow so it doesnt work when I play my level..
I don't know if it's the same problem but in my case my character was floating as well. What someone suggested me to do was this:
In the editor, right-click on PlayerStart, PlayerStart properties/scroll down to Display and set Pre Pivot Z to -51. I'm sure there must be a much better way to do this through scripting but
I haven't found it yet. Hope this helps you.
Check out tutorial link in original post to see how i've done it, keep in mind that normal animations work on player character with this method, its only because its motion capture animation that makes it harder apparently.
also to see my results check out the post a couple of posts down on this blog:
I've tried to add animation to all outputs (albeit the same animation) but still the same result, the way I heard it traditional animation is mostly rotations with little transformations, but motion capture has got much more transformations in addition to rotations in their animations.
ok, i've figured out from another tutorial that you ofcourse have to add the animations and mesh to be used in the anim tree node in the "preview mesh list" and "preview anim set list" tabs, but now another problem has surfaced, the animation STILL doesnt work but now I see why: the AnimNodeSequence doesnt actually play the animation when I scroll the UDKanimBlendByIdle to moving and see that the node turns orange... in the tutorial it works great but mine (I followed the tutorial to the T) still doesnt work...