Menu
Lumberyard
Legacy Reference

Locomotion Locator Animation Best Practices

The locomotion locator, or Locator_Locomotion bone, is a node that is required for nonlinear or nonuniform character motions, such as a start or stop transition that has peaks and troughs in acceleration. For best results, consider doing the following:

  • This bone must have the same orientation as the root joint and the SceneRoot node, which is the positive y-axis in the local coordinate system. Otherwise animations are rotated to match the orientation of the locomotion locator bone. This only affects the animation and not the skeletal orientation.

  • The first and last keyframe of your animation cycle should match. The locomotion locator position relative to the character on the first keyframe should also match the position relative to the character on the last keyframe.

  • The orientation of the locator in an idle-to-move transition should remain looking forward until keyframe 10.

  • Make sure that orientation changes (left, right, left reverse, or right reverse) occur in the following 6 frames so the new orientation is complete at keyframe 16.

  • When changing the orientation 180 degrees for reverse transitions, make sure you rotate the locator 0.1 degrees back to its original orientation to avoid flipping the character.

  • For swimming transitions or vehicle transitions, the locator can be a straight blend between the ground position of 0,0,z and end at the Bip01 location and forward-looking direction (positive y-axis) of the character.

  • For animation loops, set keys for the start and end of the animation only if you need to add a locator to them. They are technically not needed but can be useful for batch processing.