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Requirement for Locomotion
What you need :
Animation quality can vary a lot, but our framework require that your animations have a root bone that follow the position and direction of the character. We suggest that your animation are imported using the animation retargeting system with bone renaming enabled, so that all rigs share the same bone names.
As the name imply, motion matching is trying to match the skeleton animation to the character controller movement. You thus need some movement with velocity, acceleration and angular velocity that match your animation. You semi-realistic motion, a critically damped spring give a good-enough simulation that is performant to compute. We provide the class CritDampSpring with a series of static functions to help. There is a blog by OrangeDuck that explain it better than we would : https://theorangeduck.com/page/spring-roll-call