Hi @Gamely - These are all good questions about character setup.
The legacy CryAnimation locomotion locator node was used for varying the speed of root motion of a character for particular animations - you wouldn’t use it for animations where the speed of the character is constant. There is some more information about it here:
If you are using the Biped rig in 3D Max, you might actually need to add an extra joint and name it Locomotion Locator, since the root node of the Biped rig is at the pelvis, and not at the ground. In this case, it will need to be keyframed at the start and end frames of each animation in the position you desire for the speed of the character. Regarding root motion, in general most character rigs for video games separate the control of the entire rig with the control of root joint, so that root motion of the character can be controlled independantly of the entire rest of the character. This is how many games key the root motion relative to the character speed to prevent foot sliding, by tuning this in the animation. But if you actually want to override root motion, just disable root motion entirely and drive the speed of the character with your game code.
Apologies that some of the documentation may need updating, it is constantly being worked on by our documentation team to provide the latest information. We appreciate your feedback and are working to improve it, so if you have any specific information you wish to see, please let us know.
I am not sure what you mean by “bip” bone in regards to placing joints in the hierarchy, but there are many types of special joints that the game engine uses for information. Identifying the limbs for limb IK, ground contact IK, weapon aim joints, head look joints, and IK target joints are all part of IK systems designed to do specific things in the engine.
Ground Contact IK:
In regards to a good example of character setup, I would point you to the Jack character in our new Starter Game. You can download the Starter Game pack if you haven’t already here:
Inside the Starter Game, navigate to …\dev\StarterGame\Objects\Characters\Jack, and you can look at how the Jack player character has been set up on the exported character side (not the source file). Thanks for your feedback regarding the source file, we have not released this character’s source file, but we are working on releasing the FBX file in the future, which can help in examining the setup. However, you can see that the Jack character has root motion, physics proxies for ragdoll, and the runtime IK limbs, IK aim, and IK ground contact setups.
http://docs.aws.amazon.com/lumberyard/latest/userguide/char-model-export-max-lod.html http://docs.aws.amazon.com/lumberyard/latest/userguide/char-export-maya-lumberyard-tools-lod.html http://docs.aws.amazon.com/lumberyard/latest/userguide/char-fbx-import-lod.html
Root motion (“Animate root” component property) on simple animation component: http://docs.aws.amazon.com/lumberyard/latest/userguide/component-simpleanimation.html
For character rigging best practices, you can look at our page here: http://docs.aws.amazon.com/lumberyard/latest/userguide/char-rigging-best-practices.html
I think that any reference to “biped” in our documentation may either be a leftover reference from the old documentation, or a generic reference to a bipedal human rig (not the 3ds Max Biped system). In any event, the root joint of character should be at the ground level, not at the pelvis level, and oriented properly with a scene root node as needed.
Geppetto crashes on new character creation are a known issue and being fixed in an upcoming release.
As far as the new FBX importer versus the Max exporter, we are moving everything in our systems towards the FBX importer, and are improving it with every release. But regarding the foot sliding you are seeing, you can actually adjust the compression of the animation that is imported, and this should help.
Scale is not currently used by the engine - make sure all joints are scaled to 1.0/1.0/1.0 in your base skeleton and in all animations.
Thanks for your interest, please let us know if you have any further questions.