Hello everyone, I am currently having trouble animating the trajectory control and having it match the root bone of my character. In RRM2, the trajectory control always matched the values of the root bone, whether animating the trajectory control itself or the Main or Inner controlers, you could always tell how the root bone was behaving. This was very useful when animating for games and for making precise root motion animations by hand, as I felt I had very good control over what the root bone was doing when using those controls, and I knew I could bake the animation right away, quick and efficient. On my current version of RRM3, I can't check what the root bone values are when animating as they always stay at zero normally, and I haven't found a reliable way of animating and baking the root bone the same way I was able to. I tested using the MainMayaSpace_Ctrl and got better results for translation values on the root bone, but couldn't get rotations values to follow and bake on the root bone. I know about the Follow Root Pos/Rot in the Trajectory_Ctrl but those seem to follow the pelvis only, making precise animation of the root bone difficult. I was wondering if there were ways to make the trajectory/root controls and bones behave the way they did in RRM2, since I know it worked wonders for animating root motion in previous projects. I feel it would make this tool even more excellent for game animations!
Thanks in advance.
I'll add a "MayaSpace" control for the Trajectory in the next update, which I think should be a solution.