Thank you for looking into it.
Hm, I guess the camera socket is a more general topic, but it came up as I was working on the vault anim, so sorry for fixating... anyway, here's what i've been thinking... by default, the yellow dude pawn can vault onto a block of 64 units (if I recall); but if the root bone animation goes slighly higher than the specified 64 units, he will fall down a unit or two once the vault animation is finished, and the camera will follow.
However when you add advanced foot placement, you kind of free your character from the root bone, making them actually stand on their legs, even if the root is animated to travel higher or lower than the target surface is - that can minimize the skip on the mesh's part. The camera, however, is bound to root, which is still about to fall down that inch or two, causing that skip.
Most example UDK character rigs do have a camera socket, so I thought that might be among what it's for :]
My vaulting animation (and likely a lot of future ones) does have some peculiar root motion (done so that legs don't go too crazy due to IK solvers hitting new surface), which in turn causes not such great camera movement. With camera freed from root, seems no longer a problem
Thanks again.
Originally posted by FTC
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However when you add advanced foot placement, you kind of free your character from the root bone, making them actually stand on their legs, even if the root is animated to travel higher or lower than the target surface is - that can minimize the skip on the mesh's part. The camera, however, is bound to root, which is still about to fall down that inch or two, causing that skip.
Most example UDK character rigs do have a camera socket, so I thought that might be among what it's for :]
My vaulting animation (and likely a lot of future ones) does have some peculiar root motion (done so that legs don't go too crazy due to IK solvers hitting new surface), which in turn causes not such great camera movement. With camera freed from root, seems no longer a problem

Thanks again.
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