Iclone 8 and Character Creator 4 has a feature whereby animations from Mixamo or Unreal Store etc, can be imported and retargeted for CC characters then exported for use in Unreal Engine 4/5 with the
root motion data being transferred from the hip to the
Root bone for Mixamo Animations, While 'Epic' (Unreal Skeletons) have the
root motion transferred from their
root bone to CC Unreal
root bone, the problem here now is that in Unreal Engine for standard animations like walking, jumping, running etc, the
root motion data works fine in unreal engine 4/5 but I discovered that any animation that has to do with "rotation" e.g spin kick, spin then slash. Iclone breaks the
root motion "rotation info", the minute you try enabling
root motion for one of this animation from Iclone in unreal it doesn't act the way it's suppose to.
I've tested this by getting animation assets from Unreal Store (Kubold) - all spin animations and their respective
root motion work fine in Unreal, the moment I import them into Iclone and export them back to Unreal Engine 4/5 and enable
root motion, the animation ends up all wobbly. same goes for Mixamo animations as well