I'm not sure if this is the same issue but I have an animation that I'm trying to get into my game. But it's too large to use on GitHub so I'm having to separate it into three parts simply by exporting it into different segments. So for example 0-400 frames, then 401 -900 frames and so on. So the animations should join up seamlessly when I place them in the sequencer in Unreal but I'm finding that there is a slight movement on the
root joint between each clip, which doesn't make sense seeing as they're all from the exact same animation exported at the exact same time.
The animation is a character sitting down. I've found that if I enable force
Root Lock in Unreal under the assets details for the animation files the
root for each clip then matches but then I'm having issues with the feet sliding due to I guess losing the offset that the
root was giving against the pelvis movement to keep everything in place.
I'm not sure how exactly I'm meant to fix this. I've tried following the tutorial that peruncreative kindly linked too but I'm finding the graph editor in Iclone is awful and crashes out alot. I tried doing the same thing in Maya by copying the keys from the
root joint and placing them on a layer on the pelvis joint and then zeroing out the
root joint but it just does the same thing as the force
root lock in unreal. So I'm not sure what to do.
Any help would be greatly appreciated.
Peter