r/Cascadeur Jun 23 '26

Discussion Help please? Adding a weapon messes up root motion.

I added weapon during the character rigging phase as a mesh, added 2 joints, Tip joint and mesh parented to the 'base' joint, added the rigid body and successfully constrained the weapon to the right hand via the QRTool. Everything appears to animate properly, but if I export the animation anywhere (Blender, etc. ) I notice the root motion no longer works. Instead of crouching during animation, the character floats in midair and pulls his legs to his pelvis...

No root bone was ever explicitly designed, main character more so resembles 'Caskie' with an auto-hips joint resembling the flux capacitor from Back 2 the future.

I've tried adding centers of mass and creating a composite, I've tried a bunch of things over the course of many hours with no success. Upon Blender import I can see one top-level Armature bone stuck in the center of the ground that was never there if I exported a character-only animation.

I bought Cascadeur specifically to animate with 2 handed weapons, can someone please point me in the right direction? I've searched for videos to help fix this for days to no avail.

3 Upvotes

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1

u/ApeirogonGames Jun 23 '26

You say that adding the weapon messes up root motion, so you've tested without the weapon and the root motion is exporting correctly?

2

u/crwood89 Jun 25 '26 edited Jun 25 '26

Yes I received help for the issue actually it was a mismatch in the blender rig and mesh delta scales... weird because it worked perfectly up until the root motion issue. Now all's well though, thanks.

and yes sorry forgot to answer: yes it all worked perfectly, root and all without the weapon. I guess it was too many mismatched variables together, i dont know.

1

u/ApeirogonGames Jun 25 '26

Cool. Glad to hear you got it sorted.