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Using root animation on full body slot

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    Using root animation on full body slot

    Is there a way to setup root motion on a slot node in the anim tree? If not is there an easy way to restructure the tree? Sorry, but I am a noob at using root motion.

    #2
    Anyone know how to set up a node that I can use root motion with that will let me switch back to the normal anim tree when its not in use?

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      #3
      Mmm No know you make...But the Root is posible to use in everyone animation...

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        #4
        Here is a example of what i got,

        FullBodyAnimSlot.SetRootBoneAxisOption (RBA_Translate, RBA_Translate, RBA_Translate); this is what you need

        still getting the bugs out but it works. I am brand new to programming but I am finding the Unreal wiki is the most help thats were i found the above function.

        HTML Code:
        State BackHandSpring
        {
        
        Begin:
        
              // tell mesh to use Root Motion to translate the actor
              Mesh.RootMotionMode = RMM_Accel;
        
              // Tell mesh to notify us when root motion will be applied,
              // so we can seamlessly transition from physics movement to animation movement
              Mesh.bRootMotionModeChangeNotify = TRUE;
        
                    FullBodyAnimSlot.PlayCustomAnim('BackHandspring',1.0, 0.1,0.1 , False, true );
        
              FullBodyAnimSlot.SetRootBoneAxisOption (RBA_Translate, RBA_Translate, RBA_Translate);
              
        
              FinishAnim(FullBodyAnimSlot.GetCustomAnimNodeSeq());
        
              
              Gotostate('Acrobatics');
        
        
        }

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          #5
          Thanks, I didn't know you could set it via code if it didn't show the option in the anim tree editor.

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            #6
            Tested it and works perfecly, i recommend users, to trace down the floor, to avoid character flying on the air after a root motion animation. Happends in slopes and such, landscapes ....

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