I am playing around with mixamo animations and editing them to fit what I want.
A lot of times, the feet are jittery or slide around. When I go to edit them to get rid of the little issues either from the mocap or whatever they use, or the conversion process (I’m using Terribilis’s Mixamo converter) I’m finding that I’m getting pretty frustrated with lining up the feet where I want them.
I add keys, then copy and paste them but because of what I’m assuming is the body offset control the position of my edits still slide around.
I’m hesitant to mess with it too much because it looks like it interacts with the root pretty closely.
I know little problems with the animations will probably be unnoticeable in game, but I would still like to know how others deal with this.
I tried tackling this again with a new animation from scratch, and I’m still having the same problem.
What’s the best way to ensure the position of a bone stays where I want it to (in this case right at the white marker) instead of having it slide.
Even if I key it frame by frame, it won’t be exact, and it still jitters or slides.
In case anyone else runs into this problem, the solution is to use world spaces and parent spaces.
(And to make sure the entire rig is keyed on the frame where that switch happens, or it makes it jittery and finicky!)
This video was also helpful for me since the youtuber explains a lot of what things are whereas others might say “but we’re not dealing with that so we’ll skip the explanation”
Side note! If anyone has more resources on this topic (world space/parent space in animation sequencer) I would appreciate it!
I’m interested in a video or document that goes into depth about how to properly use this feature, especially when using layers. I can’t seem to get it to work for me
Or if there are videos of people making custom animations from scratch (full process, not just the youtube tutorials that are like hey here’s 2% of how sequencer works)
I can’t seem to find animators who use UE5 that post their process.