Topic: root like
as you can see my majeur trouble when i try add my animation
the carather back to original root pose and i have try add combo animation with no real succes at this time
and i'am looking for trick to fix that's thank's
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Universal Fighting Engine Forum → Animation → root like
as you can see my majeur trouble when i try add my animation
the carather back to original root pose and i have try add combo animation with no real succes at this time
and i'am looking for trick to fix that's thank's
There are several solutions to this, and they mostly involve correcting your export settings on the 3D software of your using. However, UFE also comes with some tools to help you deal with that:
Under Move Editor -> Animation, toggle Apply Root Motion. This will force the character's real position to move to its motion position during a move. On UFE 1.5 you can also select the Root Motion Node. If you select a body part, at the end of the animation the character will move to wherever that body part ended up being. Set this option to "None" if you don't want to use it.
yes i have see that's and try for sure i will retry it's my first time
This is what happens when I apply root motion and motion node left foot.
[media]http://youtu.be/clz1wOfcYZE[/media]
It's very unlikely that the left foot is the root node. What you're looking for is the top of the hierarchy in your character's skeleton. Foot would likely be the bottom.
Also it looks like you're missing an animation. Have you assigned a landing animation?
I tried several options root joint, head joint, hips, spine, and couple other joints and I always get the same result.
Landing animation? Is it a separate move?
Here is with Root Motion -> Root Node (Root joint)
[media]http://youtu.be/M5zMtf7DCtc[/media]
Here is without Root Motion
[media]http://youtu.be/jVOFmP_PyRg[/media]
thank you for the help
A landing animation is separate, but you don't have to use one, so far as I know. You could put pretty much anything in the slot for the landing animation, even the Idle one. (Which is what I currently have)
On the second one, are you applying any forces? Those would be in the Move Editor itself.
The more I progress with my game the more annoying this thing is becoming. Am having the same problem with many moves now. Any suggestions?
I've found that most moves will behave better if you have no root motion in the original animation (from the 3D software package). This way, you use UFE's Self-Applied Forces to control the movement of the character instead.
What's the import settings on that animation clip? Usually playing around with Root Transforms and Baked into Pose helps with these, but I've found some clips very hard to make work (so correcting in 3D package is usually the best solution).
I tried every single combination I could think of. Please try and see what you get
https://www.dropbox.com/s/5avrnlvquha02 … h.fbx?dl=0
Thank you in advance
at the moment my work around is to add a chain move (dash back) that execute automatic at the end of the initial move
ok finally sorted.
for you who have same problem. Those are my settings:
The FBX file import settings:
The Move file settings
I am not sure about everything why but this is the combination that worked for me anyway.
FINALLY lol
Thanks for the images of the settings, that helps immensely.
Glad I could help Usually I am the one causing headache to YumChaGames hahaha
I'm having the same issue as the OP and I'd prefer not to use applied forces for two reasons:
1. I want to animate the root so that the content in game reflects as closely as possible to the authored content.
2. When I move the controls to perform the input sequence, it nullifies the force.
For example, if I map a single button press to some kick action like the OP's example and I only press the button without moving the stick, the applied force works correctly, but if I move the left thumbstick toward the opponent and press the button, the force will get nullified.
I did some more testing and I found that the behavior I mentioned in point 2 only occurs when you uncheck 'high moving friction' in the character physics data. If you do that, applied forces will have different results if you are moving or not moving.
Having same problems. Using mechanim human, the "star" under the character is a debug object showing the location of my root bone.
ok finally sorted.
for you who have same problem. Those are my settings:The FBX file import settings:
The Move file settings
I am not sure about everything why but this is the combination that worked for me anyway.
FINALLY lol
It "works" because you disabled the root motion!
As far as I see nobody hasn't been able to use the "root motion" feature yet. Its broken or people don't know how to use it.
I would like to see a video of it working. Preferably with the hitboxes (Gizmos) drawn. I honestly believe nobody haven't been able to use it, it just doesn't work like it is supposed to. People get confused and think its working but I'm telling you its not. I have been doing 3D 10 years and tryied to make it work in our game for 5 months now. I think I know little about something and I believe its broken, until I see video of it working.
Is there a way to apply root motion to the forward/backward motions rather than the fixed speed? I'd like to adopt the animation I've got for walking, and eventually look at stumbling/staggering/lurching
The suggestions above seem to apply to combat moves but I'd like to use the approach in 'movement' moves.
Thanks.
I have some good news: I have finally fixed this long lasting problem. The solution was to force the encapsulated gameobject to move along the animator component. Currently it only works with Mecanim animations.
This fix will be available on the next update of UFE, but for those who have the source version (and know their way around coding), here is how you fix it:
Under ControlScript.cs, around line 1062 (before the line that says "// Check Projectiles") add the following condition:
// Root Motion Controller
if (move.applyRootMotion) {
Vector3 newPosition = transform.position;
newPosition.y += myMoveSetScript.GetDeltaPosition().y;
newPosition.x += myMoveSetScript.GetDeltaPosition().x;
transform.position = newPosition;
}
Under MoveSetScript.cs, add the following method inside the main class:
public Vector2 GetDeltaPosition() {
if (controlsScript.myInfo.animationType == AnimationType.Mecanim) {
return mecanimControl.GetDeltaPosition();
} else {
return new Vector2(0, 0);
}
}
And finally, under MecanimControl.cs, add the following method inside the main class:
public Vector2 GetDeltaPosition() {
return animator.deltaPosition;
}
To active it, toggle "Apply Root Motion" under Move Editor -> Animation and set Root Motion Node to "None". Then, under the animation file in the Inspector, untoggle Bake Into Pose under Root Transform Position (XZ):
I should have some news about UFE 1.7 ETA very soon. Stay tuned.
I'm having the same issue and I'd prefer not to use applied forces for two reasons:
1. I want to animate the root so that the content in game reflects as closely as possible to the authored content.
2. When I move the controls to perform the input sequence, it nullifies the force.
For example, if I map a single button press to some kick action like the OP's example and I only press the button without moving the stick,
the applied force works correctly,
but if I move the left thumbstick toward the opponent and press the button,
the force will get nullified.
Universal Fighting Engine Forum → Animation → root like
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