Critical Issues with Root Motion Baking in iClone: Why It Needs Improvement
In my last post, I discussed 13 suggestions to improve iClone, but I left out something extremely important regarding the baking of constraints in animation. When the "Bake all animations with constraints" option is used, the root motion of the character remains at zero, regardless of where the root motion is set on the character or where the character is positioned in the world. I see no benefit in this, and it creates issues when working with Unreal and Unity. It always feels like an endless battle with iClone when it comes to root motion.
To clarify the real needs concerning root motion, which in iClone is controlled by the transforms:
During the baking of constraints, maintain the original transform values relative to the world center.
After baking, the option to center the root to the hips or XY or XYZ no longer functions. Therefore, this should be controllable in a non-destructive workflow, allowing the root motion of the character to be changed at any time while preserving the root’s original values relative to the world center.
If an animation is created in an external software like Maya, where the animator keeps the root motion at the world center and only animates the character, iClone struggles to re-center the root beneath the character. I’ve consistently encountered issues with this and am beginning to believe that it’s a bug in iClone rather than a feature.