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Question by MOrlando616 · Dec 08, 2014 at 10:46 PM · animationtransformmecanimroot motion

MecAnim Root Motion at START of animation clip.

Hello,

So let me dive right into my problem here. My game has a fight sequence and when one of the brawlers wins the fight, we have a quick camera cut and a finishing move plays. There are several finishers so my goal is to let the dirty work of placement happen within the animation files themselves. For instance, the winner might headbutt the loser as a finishing move and knock him out.

The winner I have placed at the origin within Maya (his root motion, as well as his mesh). The loser I have placed at the origin, but slightly back a little so that they both align. They were each exported from the same Maya file, so if you watched the animation you'd see the one guy headbutt the other in Maya and looked great. I exported each, but kept their position from the origin so that when I played them in game they'd be positioned correctly.

What appears to be happening is that when I place both of the guys at the location I want the finisher to occur at and then play the animation (I turned blending off by dragging the blend area within the transition in the mecAnim controller) they're both ontop of each other. I need root motion because they move...the headbutter steps forward and then we transition to navigation, so I need that data not baked.

This seems like it's exactly how Root Motion is supposed to work, except that I don't want it to work like that! I want the loser to actually be offset from the origin the way he is in the animation, instead of calculating that difference and ignoring it!

Does anyone know of a work around that doesn't require any code changes? Or hell, include code changes, I just need these guys positioned correctly!

Thanks! -Matt

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