Forum: Autodesk Maya
Posted By: rockbox
Post Time: 07 July 2017 at 07:00 PM
Text:
Could someone share their workflow for Advanced Skeleton when working with root animation for game engines?
A common setup (if not the only, correct way) for a rig that will use root motion is to have the root bone at (0,0,0). Next would be the pelvic bone, which in Advanced Skeleton is named "Root". I've found that the way to add the best way to add this bone is to add it to the fit skeleton and then build the rig after. The rig builds seemingly as it should, however, when I try to move the new root bone, which is at (0,0,0), it moves by itself and the skeleton doesn't follow. I think this may just be a constraints conflict with the "Main" controller, which controls the entire rig, but I have little experience with root animation for games and none for Advanced Skeleton.
Posted By: rockbox
Post Time: 07 July 2017 at 07:00 PM
Text:
Could someone share their workflow for Advanced Skeleton when working with root animation for game engines?
A common setup (if not the only, correct way) for a rig that will use root motion is to have the root bone at (0,0,0). Next would be the pelvic bone, which in Advanced Skeleton is named "Root". I've found that the way to add the best way to add this bone is to add it to the fit skeleton and then build the rig after. The rig builds seemingly as it should, however, when I try to move the new root bone, which is at (0,0,0), it moves by itself and the skeleton doesn't follow. I think this may just be a constraints conflict with the "Main" controller, which controls the entire rig, but I have little experience with root animation for games and none for Advanced Skeleton.