Character collision capsule won't follow jump anim

Hi.

I’m a noob, so I followed a few tutorials to set up a basic walk/run/jump animations that I downloaded from Mixamo. Now, the default UE4 jump physics are way too high and floaty so I reduced the default 600 jump z velocity to 300 for a more “realistic” result and it’s the number that better matches the jump animation I’m using. The problem is that the player capsule collision doesn’t match the jump animation, the jump animation leaves the capsule behind.

As you can see I cannot jump onto obstacles or jump over obstacles.

Any suggestions?, thanks.

the issue with the mesh leaving the capsule is probably due to the animation not being stationary. you will want to enable root motion in the animation so that the root of the character moves based on the animation. in a normal animation the mesh stays in one place while playing the animation and the movement is based on the capsules location. the animation your using is different and you need to base the character location on the animation rather than the opposite way, its actually pretty common and you just need to check a box and it should work.

More on that: Root Motion | Unreal Engine Documentation

Aparently enabling that root motion check box requires the skeleton to have a root bone, mixamo animations don’t have this bone. I’ve followed a few tutorials on how to add this bone, but I get errors and won’t get imported. Is this really that hard?, I mean, it’s just a jump animation, I though something this basic would be easier.

I just want my character to jump, that’s all. No advanced stuff, just jump on obstacles and over obstacles.

you made it more difficult by using that style of animation. some anims from mixamo also have an option for making the animation stay in place which is how you really want it.

This Animation has that check box, but still it has this issue. I’ve spent the entire day trying different tutorials and a blender addon to convert the skeleton but all I get is errors.

The blender addon has a small tutorial but, 1.- it has no voice, just some kind of Latin Music, 2.- it uses a T pose as an example and once the skeleton is in unreal, whoever was recording the tutorial just started selecting bones in the retargeting window, and I don’t know if I have to do this too for a jumping animation.

There’s another tutorial where the jump animation has a root bone, directly from the Mixamo site, he just enabled root motion and that’s it, so Mixamo used to upload the skeletons with a root bone last year and they decided that, this year all the root bones have to go?.

I’m totally lost.

your mentioning a bunch of things but not linking them so its all pretty much useless to us. ive looked into it a bit but havent gotten it to work (its been awhile since i did anything with root motion). which jump anim are you using exactly? itll be easier to work on if i know the exact one your using.

Dear,

im not sure if you found a solution, but I have a trick you could try.

use a node in you character BP its called “Launch Character?” something like that.
it will require you to input a velocity.

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This doesnt change anything for me, the animation is still above the capsule

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I am not using a mixamo animation, but I had the same problem with these dragon models I picked up for free one month: Little Dragons Tiger | Fab

I was able to fix it by using a “Transform Bone” node in my Animation Blueprint to slide the mesh during the animation. I did not have to implement root motion for this to work.

IMPORTANT NOTE: I had to bind to the bone directly under the Root bone because the root bone was not actually moving with the animations. You can see in the image it shows the “CG” bone, which is still a parent of all the other bones so it works. This may be specific to this mesh, but it could easily apply to others.

You will probably have to play around with the translation ‘z’ value to get it to the right spot for your character.