Hi,
I am reasonably new here.
I have completed the tutorials: Your First Hour in UE5 and Your First Game.
I have added my own character to the 3rd person default game, replacing Quinn, by following this tutorial:
Everything is fine, except when I play the animation is faster than the capsule (and then snaps back).
If I enable root motion, the character is bound to the capsule, but just stutters - hardly moves at all. Plus, I don’t think this is the answer because it is not enabled for the default character. And if I swap the default character back in everything is fine again.
I appreciate your advice in advance!
If you try enabling force root lock on your animations, Animation → Asset Details → Root Motion → Force Root Lock, does that change anything for you? Additionally, would you mind sharing your animation settings with us, and possibly a video of what you are experiencing?
Thanks for the reply.
By default, the options have force root lock and use normalised root enabled, as you showed. I tried with them on and off.
The settings are the same as the default 3rd person game.
Here is a video of the issue.
Hi, thanks again.
Here are some pics. If there is another way to show you the settings, let me know.
The goals are in weird places on the IK Rig (90 degrees off), but they work in the animation.
Thanks @Majj_1089, that is very interesting.
I set FK Translation mode to None, as suggested.
I didn’t even pick up that “MyCharacter” is a bone, it shouldn’t be. When I look at the bone structure my root is equivalent to the source root. I don’t seem to be able to change MyCharacter to root either.
I think that Root should be root and MyCharacter should not be there.
It probably has to do with the Blender file structure, so I will try to sort that out.
Hi @Majj_1089. You pointed me in the right direction. (and yes, I misread… My FK Translation was set to Globally Scaled, and I have set it back).
So I did a whole lot. Fixed my skeleton, changed my scale in Blender to 0.01 (I had left it at 1 because everything seemed fine) and then scaled up x100 to compensate, re-did my IK and IK retarget. And nothing changed, except I learned a lot.
The problem, drum-roll please, is that I did not delete and then retarget / export my animation after changing the FK Translation to Globally Scaled when I watched the tutorial (in the tutorial he demonstrates, then deletes the animation).
I still have the large green sphere around my bones and my IK targets look huge, but they are in the right place. These things don’t seem to be causing any harm at the moment.
Thanks again.
OK, the large green spheres around the bones and large IK goals were symptoms of an import issue.
When I added a hand socket and a mesh for preview, the mesh was insanely huge.
Research taught me that the root bone had a scale of 100, which was passed to its children. The cause of this is transformations not being applied in Blender.
So in Blender, select everything (object mode), hit ctrl+A, apply all transforms, re-export .fbx.
Back in UE5, this will break everything. Delete your IK, IK retargeter and animations and do them again.
Now everything is as it should be.