I have an idle animation where the character shifts her weight back and forth. I've made sure it plays properly in-game by checking "Root Transform Rotation" "bake into Pose" "Based Upon [Original]." This ensures that her feet stay put and she (her root/hips) shifts back and forth (as opposed to unchecked where she'd stay put but her feet would waggle back and forth beneath her). So that's good. The problem is, when I have her fire, I use an upper torso body mask layer override that includes root transformation. This means that when she fires the mask takes control of the root transform and she (her root) remains stationary and her feet go back to dangling and waggling. Of course, the body mask taking control of the root transform is desirable in conjunction with all other animations but this one, ensuring that she fires straight ahead. How can I keep her feet planted?
Going out on a limb here, but if you have Pro, perhaps you could solve the aiming problem with inverse kinematics? HTH, - Joe