Is there any root motion workflow that doesn't require feet adjustments on frame by frame basis? been searching for an hour or so, but wasn't able to find an specific answer about this problem. I need to make animations moving the character's root around for my game, so in place animations aren't a possibility. For now, I moved just the root bone (whole character) in straight line to ensure it has the speed movement I need in game, but now I need to start to add the actual feet movement to this animation movement. It happens that both feet follow the root movement (obviously), even when one of them should be planted. I did find some information pieces around the web, but nothing fixed this problem for me. I really need a best workflow for this, cause fixing the feet position on frame by frame basis seems to be a very bad, not to mention time consuming, way to do things.
I even considered unparent the feet from the root, but I'm positive this will cause problems in Unity as I need to use Humanoid rig there, which presupposes that the whole bone chain is connected to a single root.
I'm using Blender 2.8 and my rig was genereted by Makehuman, with the optimized for game engines option checked.
Does anynone knows a good workflow for this case? Maybe I missed something in my previous searches, cause this doesn't seems to be a big deal at all, it must have a better way to this..
Thanks in advance for any insights.
So a guy on Blender Artists gave a suggestion that worked in my first test. Create 2 auxiliary bones and link them on each foot using the copy transform modifier, this makes the feet follow these auxiliary bones instead of the root, overwriting the original parenting of the armature for the animations, while keeps the original parenting scheme in place for exporting.
If anyone need more details on this method, the complete answer can be checked at:
https://blenderartists.org/t/is-there-any-root-motion-workflow-that-doesnt-require-feet-adjustments-on-frame-by-frame-basis/1247260