![]() The resulting animation in this case is a character running diagonally forwards and right across a map. In the image above, the Root Motion of Jog_Loop_Fwd_RM and Jog_Loop_Right_RM would each be blended together with a weight of 0.5. Each piece of extracted Root Motion is blended based on the weight of the source assets contributing to the pose. When this option is set as the Root Motion Mode, each animation asset (AnimSequence, Blendspace, AnimMontage, etc.) that contributes to the final character pose has its Root Motion extracted (if it has been set as containing Root Motion). Root Motion is extracted (and removed from the root bone), but not applied to the character. Root Motion is left as is (applied to the root bone). You can define this through the Root Motion Mode drop down in the Details panel of the Anim Blueprint Editor. There are several different ways in which you can handle Root Motion within Animation Blueprints. While defining if Root Motion is enabled in done inside the Animation Sequence, you will still need to determine how that sequence is handled inside of an Animation Blueprint. If this is enabled, it will use a normalized scale value for the Root Motion extracted: FVector(1.0, 1.0, 1.0). Whether or not to force Root Bone lock even if Root Motion is not enabled. ![]() ![]() Root Bone to be locked to that position when extracting Root Motion ( Ref Pose: Use reference pose Root Bone position, Anim First Frame: Use Root Bone position on first frame of animation, Zero: Use Root Bone position on frame zero). If this is enabled, it will allow extracting of Root Motion. Root Motion is handled per Animation Sequence and can be toggled on or off in the Asset Details panel of the Animation Sequence. For networked games, Root Motion requires the use of an Animation Montage, see Root Motion from Montages Only below. Be aware that the animation of the character moving forward was not handled in game - it was created that way by an animation artist. Below, we have a character that is performing a pre-animated attack in which they lunge forward and slam down a hammer. Plus, the slide back to their capsule at the end of the animation would be unrealistic.įor those new to the concept, it may not be readily apparent why proper Root Motion would be important from just reading a description. Characters outside their capsule will pass through geometry and would not react properly to their environment. This would be problematic, as the capsule is generally used as the center of all calculations. Once the animation had played out, the player would slide back to their collision location. If all character motion was based off of the player capsule, such animations would cause the character to step outside the capsule, effectively losing collision. This is where Root Motion handling becomes critical for your games.Ĭonsider, for example, a special attack from a player in which the mesh had been pre-animated to lunge forward. In some cases, it makes sense for complex animations to actually drive the collision capsule, and not the other way around. However, this type of motion is not always ideal for every situation. For instance, if the capsule is moving forward, the system then knows to play a running or walking animation on the character to give the appearance that the character is moving under its own power. Data from this capsule is then used to drive animation. ![]() Typically in game animation, a character's collision capsule (or other shape) is driven through the scene by the controller.
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