I’ve set up the simples pose search database with an idle, a walk, and a run animations to attempt to have motion matching working with my custom character:
Maybe it’s about Poser Search Schema (PSS). Check if the appropriate skeleton is selected in PSS. If so, check whether the appropriate Anim Class is selected in the character’s Bluperint Class. Maybe that’s the point.
Granted it’s “working” as the character is getting the idle pose from the PSD. it’s just not switching to the walk or run movements, I’m assuming because the PSS isn’t triggering the switch.
I think I know what the problem is. I’m not entirely sure, but it may be Root. I don’t see that Root is visible in the PSD. Red dot. In addition, check if the FOOT in PSS (bones) have the same name as in the character’s RIG.
Indeed there’s no red dot, you’re probably right. feet have the correct names, so it must be the root thing.
however, I have no idea why it’s gone. I simply retargeted a bunch of animations from the new template to my character’s skeleton, and they’re behaving like that
idk, could it be something during retarget, could still be the PSS since PSD preview uses PSS, but I made an ABP using the UEFN character from the game animation sample, a new PSS and a new PSD using only the idle, walk and run animations, and it shows the trajectory and root in the PSD:
then I made an ABP exactly the same for my custom character, same default PSS and same default PSD, and retargeted those 3 animations using default IK rig and retargeter settings, and still the same:
Okay. I’m slowly running out of ideas too, but there’s one thing that interests me. In Animation, click Root and check the Details panel on the right. You’ll see if the Walking Animation on frame 0 has Root set in Mesh Relative to 0. Check the last frame and see if Root has moved in Mesh Relative. If it has different coordinates (the green one / Y).
So I’ll explain. The point is that Root Motion is indeed at 0 but the Animation must move forward. Something like a trajectory in which it must move. Below is a picture of what I mean.
This is how the character moves and the way it moves and the speed, or at least that’s what I think since I’ve been looking at Motion Matching myself.
I’m not entirely sure if this will do anything but if it doesn’t move in Mesh Relative then you need to edit the animation using:
Edit in Sequencer
Bake to Control Rig
Click on Root on the right side in the bone (root_2) Or something like that.
Expand the root_2 section and delete the entire Y section and add two new frames. One on the start frame value 0 and at the end value e.g. 800 - 600 (depends on the animation speed).
Save the animation using the small Save button under Content Browser next to Sequencer and check if it works.
I’ll try to look into this Retarget but I haven’t had anything to do with it yet. I don’t know what could have gone wrong.
Ok, so it worked! I edited the animations like you suggested, just had to, besides key framing the root track to move, also edit the pelvis Y track so it would stay in place (it was the bone that was making the character move forward, instead of the root), and it works now:
So there’s this tutorial showing how to retarget root animations:
It didn’t really work for me as the animation wouldn’t rotate the pelvis bone so the character would tilt from side to side on each step. I added a single bone chain for the pelvis on each IK rig and changed the root translation to absolute and it kinda worked, but still seem to look a bit different and shaky compared to the old retarget. Gonna keep experimenting a bit and report back
In the end I didn’t have to set the root bone as retarget root on any of the IKs, nor create a pelvis chain for them. All I did was set the FK translation mode for the root chain to “globally scaled” (not “absolute”, nor “none”)