How to fix Miaximo animation's root motion in Unreal Engine 4.15

in art •  8 years ago  (edited)

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 of root bone.
    • Fix- Nothing. Just remove the root motion. Then its a loophole.

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 . Then Shift + Click root bone. Then press P to make Root 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 for translateY and translateZ too.

  • Use Move Selection and Select the translateZ of the Root bone. And position it such that the character touches the grid at [0,0,0]

Before positioning ----------- After positioning
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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