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Game Locomotion Joint

Can someone help me with how I can get a joint placed at 0,0,0 and act like a rootMotion joint for a game Engine?
This is my current setup:

At the moment if I build the rig the rootMotion/Locomotion joint moves with the body_C0_ctl
I would like to have a switch on the Locomotion controller so that it stay with the world, or can move with the body.

Any ideas?

I don’t think there is a way to assign the world_ctl to the IK Reference Array of a control. You could make a dummy world control outside of the global control and use it as the world space reference.
Something like this (settings for Locomotion_C0_root):

You can always turn off all the keyable channels on the dummy so it can only be moved by the world_ctl.

Hope that helps.

Thanks Lucas.
I can’t seem to get what your showing here.
Any chance you could supply a very simple maya file?

Sure here’s a Maya file. Its built with mGear 3.0.5.
https://we.tl/t-KNtiS1pS5D

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did you manage to get this done?

My mGear character skeleton needs to have a root joint at the start of the joint hierarchy, and while I’m using the rig, I need to be able to control that joint independently from the local control. Is there a way to do this?

Something like this (taken from ARTv2):
root2

Hi Lucas.
I’m so sorry I didn’t get a chance to download this file due to work ramping up.
If it’s possiblr to take another look I would really appreciate it.

B

So sorry for this late reply, life has been crazy. I looked at the above gif and I made a rig that mimics that behavior. Let me know if this works for you! :slight_smile:
Here’s the file: https://drive.google.com/file/d/1LVnCiJhjLg4Gb9re1RYXGHE75JNQJE4v/view

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Awesome man!!
Thanks for supplying me with this. Very helpful!!

B

1 Like