I have created a simple attack animation using inverse kinematics to animate the arms and legs of a character. Now, I want the animation to use root motion to export it to Unreal Engine 4.
I have watched multiple tutorials that explain how to do this with a Mixamo animation. I understand that I have to copy the location keyframes of the hips to my root bone and then remove them from the hips.
This would work perfectly if not for the fact that I am using inverse kinematics. If my IK bones have no parents, the animation looks great, but I can't export the fbx since Unreal will detect multiple root bones. However, if I parent the IK bones to the root bone, it will offset the limbs' positions and mess up the animation.
I'm wondering if there is a way to remove the IK bones without affecting the position of the limbs, so I can export the animation correctly.