I'm finally able to go back to using the animation I created in November. Well, I want to use the reverse of it.
I keyframed the animation of boarding the bike. Perfect. I can use it in the scene. It looks like it applies the root motion as expected, throughout.
I then duplicated the clip, selected all, and reversed the keyframes. Also seems great when I scrub through the animation in UMotion, the character hops off the bike and is left standing where he started on the boarding animation.
But now I am realizing that the reversed keyframes must still measure everything relative to the original position on the ground, not the seated position. I was expecting to be able to play "boarding" to board, and then "leaving" to get back off the bike. When I try to run the "boarding" then subsequently the "leaving" clip in the game, the first frame of the "leaving" animation jumps 90º and a bit off, then clambers backwards and ends up somewhere in the front tire looking backward.
After reversing the keyframes, is there a way to say "hey, frame 1's position is the starting root position, everything else is a delta from that"?
I'm sure people have done similar things with boarding/exiting ladders and other situations. What am I missing?
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