Custom Animations and Root Motion

Original Discord Post by blarnold | 2024-07-07 22:53:29

I have custom animations that runs inside the ABP to control the body such as lying down, etc. I cannot for the life of me get the Convai chatbot or its capsule to follow the root of the animation. This causes an issue as if I change body position the chatbot is left behind so the face does not track correctly. <@365628745886859267>

Reply by blarnold | 2024-07-07 23:17:56

I would imagine this is an issue related to having the chatbot as the parent? I assume it would be solved by having the chatbot as a component of the character

Reply by freezfast | 2024-07-08 09:00:24

This issue can ne solved by using root motion animations, these animations would move the root capsule of the character along with the animation, so that when the animation ends the character would be in the same location and rotation the animation left him

Reply by freezfast | 2024-07-08 09:01:31

But still the look at of the character should be working, since it’s calculates based on the location of the facial bones of the character which also move with the animation, just enable the boolean Look Exactly At Camera, and it could fix the look at issue

Reply by freezfast | 2024-07-08 09:03:27

Additionaly, If you would rather not use the ConvaiBaseCharacter as parent, you can copy the blueprints logic inside ConvaiBaseCharacter into your character blueprint, you can check out this guide to learn more: Simple Talking Cube | Documentation

Embedded Content:
Simple Talking Cube | Documentation
A minimal from scratch example to get you familiar with the plugin main components.
Link: Simple Talking Cube | Documentation

Reply by blarnold | 2024-07-08 18:22:44

Root motion didn’t seem to work but I do know UE5 can be finicky sometimes with the root motion even when I know it should work. I think removing the extra parent is overall a good idea so I’ll look into that. I think we are on the same page. Thanks for your response.

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