Hello! I am writing this post to ask for advice regarding an issue I encountered while using Unreal Engine.
When my character is running (using a Run Animation), the head appears to sway side to side. After analyzing the issue, I realized that this swaying is caused by the Pelvis bone swinging left and right. This movement propagates down the bone hierarchy, affecting all the child bones (Spine_01, Spine_02, Spine_03, Head, etc.), causing them to sway along with the Pelvis. This problem becomes particularly noticeable when using Aim Offset, as the swaying disrupts the desired behavior.
Here is the relevant bone hierarchy:
Pelvis
Spine_01
Spine_02
Spine_03
Head
I have already tried using Layered Blend Per Bone to isolate the Spine_01 and its child bones, but the Pelvis’s swaying motion still seems to influence them as shown below:
I am confident that the issue lies with the Pelvis’s side-to-side swaying motion.
What logic or nodes can I use to ensure that the Aim Offset is not affected by the Pelvis’s swaying? Any advice or suggestions would be greatly appreciated!
There’s an option in the Layered Blend Per Bone node called Mesh Space Rotation Blend. If you activate that, it will keep the spine bones in place even if the pelvis rotates, so it should help you with the issue.
Usually you want Aim Offsets to use additive animations in Mesh Space so you don’t have that rotation issue.
Basically, when you use Mesh Space, it means it’s using the rotation relative to the skeletal mesh component, so in this case, it’ll ignore the pelvis rotation and use the skeletal mesh rotation. You can read a bit more about it in these documentation pages: