Jittery animation

Hello! I have just imported this animation (from Mixamo), but it looks all jittery when I play it… Is this something common anyone knows how to solve? It plays perfectly in blender, but has this shake when imported to the engine (see video).

Thanks in advance!

Hello @LeoTMad1 ,

You could try the solution mentioned in this post.

In the FBX export settings, try swapping the primary and secondary bone axes (Primary/Secondary Bone Axis), as this can influence how rotations are interpreted when the animation is imported.

Also, when exporting the animation, try disabling the “Simplify” option or reducing its value (for example, to 0.1). This option optimizes keyframes and, in some cases, may introduce small variations that appear as jitter.

Hope it helps!

Unfortunately I don’t export FBX files from blender, but rather I use this awesome plugin Blend File Importer - Unreal Engine Asset to import .blend files directly to Unreal Engine. I use these settings when importing:

Do you perhaps see something here in these import settings that can be done, or do you think all hope is lost as long as I use .blend importer?

I don’t know much about the topic, but from what I’ve been researching, some animations can present jitter due to the plugin, so it’s possible that’s the issue.

If you have Blender, I’d recommend trying to export the animation as I mentioned before to rule out that possibility. On the other hand, in that post several possible solutions are mentioned that you could try; maybe one of them helps you resolve the jitter.

In my opinion, it could be a problem related to the bones and/or the root but I can’t think of any other solution.

I have finally come back to update on the solution to my problem! I cannot believe it was this simple… But I cannot guarantee it works for everyone either:

Solution to Problem 1, wobbly feet: In the skeleton of the mesh I needed to animate, I was recommended by countless of people to use “Skeleton” retargeting, but after messing around with literally every single setting in the entire engine, I figured out that was the problem! I don’t know if I’ve made myself another million problems by changing this option, but upon changing the Translation Retargeting for all the bones in my skeletons to “Animation Relative”, the problem ceased completely! At least for the feet not being grounded:

Solution to Problem 2, jittery animation: Compression settings, this was the key here, and likely what most people will come to this post for solutions to. For each of your animations you have these compression presets. The default is for some reason “ACLAnimBoneCompressionSettings”, but these are so buggy I can’t imagine a future where it is usable. Change it to “DefaultAnimBoneCompressionSettings” and all your jittery nightmares will magically disappear! I couldn’t care less what this does to the optimisation of my game, when the alternative is countless shivering ghosts floating around my map being all weird.

Thanks for reading, and I truly hope this can help someone else with similar problems!

For those wondering, the reason I chose Animation Relative instead of any of the other options, is because it was the retargeting option which preserved the different skeletal modifications best in all of the inheriting skeletons, as well as removing the wobble.