Wanting to take advantage of animation retargeting and making humanoid animations for multiple humanoid rigs, however, I'm at a loss for creating an animation that can move the hip/root bone *without* causing root motion.
I'm unsure how to properly describe it, but I'm trying to animate crouching, squats, dancing for example on a loop, but most tutorials out there regard *applying* root motion rather than working without it. Disabling root motion on the controller results in the animation being looped in place (hip bone frozen in the air, limbs moving around it), when I would like to have my rig engage in the full range of movement- and take advantage of IK-pinning in the animation process.
Am I missing a step to manipulate the root transforms, or fully disable root motion? Or is there a way to have an animation manipulating a root bone (the hip, in my case) *restart* and loop from it's original, initial position?
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