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Testing with just idle, walk, and run, it seems to be working correctly with the ground root bone. Looks like I have a LOT of converting to do. Thanks for the help, @REDACTEDUSER
This must be related to the motion extraction. Did you set that to the hips? It can be that something bad is happening there. It is generally best to create a custom root node that is a projected version of the hips onto the ground. Even though the LY code does that internally, there are still some accuracy issues with that, although I haven't see this one yet.
If you cannot find a fix, pehaps we could have a look at the model and animation to investigate? Also can you maybe see if it happens with all animations or just one specific one that introduces the error?
Also, if I stop running and start running again, he starts to rotate slightly to the left. So start, stop, start, stop, start, stop, he's facing rather left, and has moved away from the camera.
REMOVEDUPLOAD
I'm rebuilding the player character's animations, inputs, and blends to see if perhaps it was a small mistake in there somewhere. I have 2 different model and animations available, with a hip root node and a ground root node attached to the hip. If the rebuild doesn't work for the hips, then I'll try again with the ground root node.
Hip Root Model FBX:
https://www.dropbox.com/s/0roxl2ni7s82fds/MalePeasant.fbx?dl=0
Hip Root Forward Run Animation FBX
https://www.dropbox.com/s/1ube3f6q54g2kyo/standing_run_forward.fbx?dl=0
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Working on it in EMotion FX, and he's turning to the left when I start and stop the walk animation. No turning or anything in it right now, just idle, walk, run. This is using the hip root. I'll try it with the floor root and see if it fixes anything.
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