VRM4U
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Control Rig Root Motion
Describe the bug I'm trying to bake root motion animation via level sequence using copied control rig with my custom character but seems like root bone is not moving, I tried to move global_ctrl, root_ctrl and body_offset_ctrl. I also found several places in blueprint where referenced root bone name is wrong but unfortunatelly fixing these places didn't make root motion work
Screenshots, log
lowercase root bone is refered, but it's actually should be capitalized, as can be seen in hierarchy
UnrealEngine Version: UE 5.1
Hi. Are you using WidgetBlueprint to apply ControlRig to your model before you use it? The Rig shown in your screenshot is a template. It cannot be used as is. thanks
I certainly applied it, without applying WBP_ControlRig my own model has wrong default eyes position, but still my control rig blueprint is referring to lowercase "root". Does it work for you?
For some reason. The WBP Control rig keeps on crashing both 5.1 and 5.2. I follow the instruction copy the template then change the file name. When I try to generate a control rig the Program crashed and was forced to restart. I tried any options while dragging and dropping the vrm file model but still, the result is the same.
I had the same problem as the original poster on 5.4, strangely enough the same problem also occurs with the CR_Mannequin_Body so maybe it's a bug in UE5.1+ or something has been deprecated or I somehow changed a setting that broke this in my project.
Basically, I was trying to move the root_ctrl in the sequencer to bake out an animation with root motion but moving root_ctrl wouldn't move the character. I dug around in the control rig and fixed the names since they were in red, but it didn't make a difference. No matter what I tried, root_ctrl wouldn't move my character. I ended up doing a hacky workaround:
- doing my root animation with global_ctrl (since for some reason that works, but it doesn't affect the root bone when I bake it, so I can't use it)
- going to the curve editor and copying its transform keyframes
- adding a second control rig to my character in sequencer as a FKControlRig
- selecting the Root bone of the FKControlRig and in the curve editor pasting the transforms from the global_ctrl
With that I was able to bake an animation with root motion.