How to fix Miaximo animation's root motion in Unreal Engine 4.15
Now Miaximo when bought by Adobe has from them stopped supporting assets for Unreal Engine.
In Miaximo they have the hip bone
as root bone
whereas in unreal you have root bone
as root bone
. Therefore that causes problems when using root animations.
Below is the link of issue which i got when using root animation with Miaximo assets.
I cant upload video in steemit. So i gave external links.
- Before Root Motion
- Problem - The character snaps back to original position.
- Fix- Use Rootmotion or / You have to code the after animation position yourself. Its very inaccurate when dealing with complex animation.
- After Root Motion
- Problem- The Character's Rotation Transform is changed unusually because Unreal thinks keyframes of
hip bones
are keyframes ofroot bone
. - Fix- Nothing. Just remove the root motion. Then its a loophole.
- Problem- The Character's Rotation Transform is changed unusually because Unreal thinks keyframes of
Half-Ass Solution
- Download and Install Maya
- Import the animation
.fbx
file - Select The Rigging Tool
- Make a Bone in [0,0,0] and rename it
Root
Select the
Hip Bone
. ThenShift + Click
root bone. Then press P to makeRoot
parent of Hip Bone.Goto Graph Editor
Copy the hip bones
translateX
,translateY
,translateZ
and paste it to Root bone
Goto Hip Bones
translateX
and remove all keyframes except the first one. Do it fortranslateY
andtranslateZ
too.
Use Move Selection and Select the
translateZ
of theRoot
bone. And position it such that the character touches the grid at [0,0,0]
Before positioning ----------- After positioning
- Now export your
.fbx
your animation and your'e done!
This is very long and tiring process
Only proper way is Miaximo has to start supporting Unreal again.
If anyone knows a better technique feel free to share in comments.
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