As far as I can see, the Metal Gear Solid cutscene you linked, is using Root Motion, meaning that all animation is pre-baked to include the characters position/rotation.
On the other hand, I think that the Street Fighter video, is not really using root motion, or a mix of root and no-root motion.
With that said, there are two solution I can see here:
You can split the motion capture animation you have into separate animation clips, so that you can utilize the feature I posted earlier where you are able to manually specify the exact position/rotation at which the character will begin an animation, or…
Do a little trick: You can parent the character as child in another gameobject and then you can place that “root” gameobject that the character is child of, also in the cutscene and manually set or animate that gameobjects position/rotation. As a result when moving/rotating the parent gameobject, the character will also move/rotate in acordance to that parent object, but the character will also retain it’s animation in local space of that parent gameobject.
Please let me know if either of the above help and is a valid solution to what you are after.
Thanks!
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