Original Root Position when "Center of Mass" baked is selected

Is there any way to know where would the original root be when “Center of mass” is selected.

In my 3d program I set the origin position as a helper for climbing, takedown, interacting with other character and objects. But I need to set the animation to “Center of mass” in order to make smooth transition with other clips, also I need to know the orientation of the original root position.

I need to do this because I need a reference point in order to position the character.

I tryed a lot of aproachs and none of them would work for me.

I choose to set the “Center of mass” because If I bake the animation I cannot interrupt the transition, for example, getting hit or die.

Also this method is useful when (as in the video) the player jumps or climbs objects. When the animation is triggered you can smoothly move and rotate the character in order that the original root position and rotation matchs some preset point in geometry.

I was struggling for over 6 month with this trouble.

If I bake the animation (as in the first part of the video) I can easly get the “Center of mass” point by getting the XZ of the hip bone and compute the Y of the feet, but I can’t do the other way (This will be exactly what I need)

I am sorry if I can’t explain myself correctly.

Thanks in advance

The answer is… not really.

Have you tried MatchTarget? That is made specifically for animations which require precision, such as this one.

Yes I tried MatchTarget, in fact I use it a lot, but it doesn’t suit my needs. Because I have tons of animations and I need a more reliable system to manage them. What I want to do is to modify my animations in order to set the 0,0,0 position on the ledge of a platform, so the character runs into a wall, then blend to the climb animation, when the system detects that the animation is a climb animation it’s uses the root original position (not the “Center of mass”) in order to smoothly move the character and snap it until the animation is finish, so it can blend again with the running animation after.
If I use MatchTarget I need to know the offset from the ledge to the root position for each animation.
If I can get this done It will allow me to make takedowns and counter attacks because I animated both characters (Player and enemy) in 3ds max and If I bake the positions and rotation the interaction works well!
Thanks for your help. I don’t like to ask before researching in google. But I can’t find anything.