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Using root animation on full body slot

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

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  • replied
    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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  • started a topic Using root animation on full body slot

    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.
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