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I’m interested in using motion builder for animating characters for the Unreal engine, specifically UDK. I’m pretty green with both MB and UDK, and have been searching for an answer to this with obviously no success.
How do you get Root motion from motion builder?
Unreal prefers a Root joint to be placed at the world origin, animation on this node is extracted and used in the game engine to drive the charcters motion as opposed to guessing a value. The Root node also has to be the root parent of the skeleton.
I’m using maya as well, my simple solution was to transfer the X,Z values from the hips to the root, it works but I can see a few problems for some animations, climbing etc…
The MB docs tell me that this node should be the reference object. But animating it seems to be a problem, can’t use poses or the story tool.
How do you handle this? I can’t see how I can get root motion out of motion builder?
Or do I need to do this in maya with some constraints or perhaps expessions?
So many question marks, sorry.
Any advice would be awesome, can’t find a thing anywhere that addresses this issue.
Thanx.
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