Adjusting the size of the capsule Half Height rotates mesh transform on Y-Axis

I have created a character controller using a character blueprint class. Originally when I set up my mesh it was from a taller model. I have since updated the model to make it a more human scale.

Since doing this my character capsule component is too large on the z-axis.

While set like this during play the character will jump straight up on the z-axis as expected.

When I try to adjust this from the ‘Capsule Half Height’ from 88 to 44 and then adjust the mesh location to fit within the capsule boundries the character will jump but rotate on the y-axis.

I’ve looked at various other questions on this forum about rescaling the Capsule Transform scale, and then adjusting the mesh scale to fit within the capsule but I can’t find any that has this rotation issue. I just can’t figure out why the jump does not rotate until rescaling.

Changing the rotation on the animations has not fixed this issue neither. I am considering creating a new Character Blueprint but I would rather understand this issue in case I want to use characters of different size.

I’m quite new to Unreal and forms in general so if I haven’t provided enough information please let me know. See video below for demonstration.

https://youtu.be/g0F3h_BkPgI

Just to add to this, I have just created a new Character Blueprint class. When I select the skeletal mesh it first appears rotated away from the Arrow component direction.

When I set this up last time this would have been the same. I would have rotated the mesh to face the forward direction and worked from there. Could this be related and is why the player jumps in this rotation? Still can’t explain why this doesn’t occur unless I adjust the Capsule scale though?

Omg :scream:
I don’t think this is a good idea at all!

This is the oficial way to transform bones, just add root bone. It affects the rest

Anyway your character is not going to look more human, perhaps more alien hah

Don’t scale capsule, use this…

What about to use another character? It seems you are loosing so much time and having a lot of problems

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Thank you so much for the reply. I’ll spend some time looking into this to fully understand and I’ll get back with the results.

Haha, the weird model is actually based on a friend (a particularly strange photo of him). I have other character models for my game but this one is the main player. I created the models in Blender and then imported them into Mixamo for the skeletons.

Originally I was retargetting the models and was adding a root bone for them. After a few failed attempts I haven’t retargetted since. I’ll have a look into adding a root bone again.

Again, thanks for your time

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I spent a while looking into the root bone, and then changing the rotation during the montage etc, with the Transform (Modfiy) bone. I will probably be coming back to this at a later date as it was interesting to see how you can split rotations between different bones.

It was definitely the wrong move rescaling the capsule component (both in half height or the main transform), but the issue looked like it was caused by adjusting the Mesh location z-axis to raise back into the capsule after rescaling it. In the end I simply changed the scale of the mesh from .45 to 1,1,1. This made the player the same height as the capsule.

I am going to have to go back through my notes and see why I adjusted the mesh scale below 1. I’m pretty sure the character was imported at around 6 foot. Maybe I scaled him down to fit in the world which was previously setup for an older controller.

Thank you very much for your help. I think the lesson learned is not to rescale the capsule or the mesh (at least to my current understanding).

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