Hi,
I’m having some trouble with root animations in sequencer (Unreal 5.5). When the animation ends and the sequence is played back, the position of the character is reset. This only happens when there’s more than one animation sequence. I’d like the character to stay exactly where it was.
“Keep state” is enabled. This only happens when playing the sequence. If I scrub the timeline, it works as expected. Here’s a demonstration:
Is this a bug, and are there any workarounds? Until now I’ve been creating an animation sequence consisting of the last frame of the anim and stretching it, but that’s quite inconvenient and needs to be redone whenever the original sequence is modified
Hi @TactileVisions, I’ll do my best to help you with this!
I can think of a couple of solutions that might work for what you need.
For an immediate fix, there’s an option in the Sequencer that allows you to connect segments of one animation to the next.
It’s a great way to achieve quick and clean results. However, it’s worth mentioning that this approach might cause you to lose some control over the original source of the animation.
Here’s an example to illustrate:
you should only choose to match the animation with the previous sequence and decide which bone you want to take as a reference. usually you should choose either the pelvis or the spine, or even the feet for more precision.
As I mentioned earlier, the potential issue with this first solution is that you start to lose control over the origin of the animation. As shown in the image, the animation will always lag behind, and the more the character moves, the greater the distance becomes, making it harder to control properly.
What I usually do is look for an animation without root motion. In most animation libraries, these are typically labeled as IPC, which stands for In-Place Character.
Then, I move the character’s transform using a linear curve to avoid deceleration. I only blend the animations at the beginning and the end for when the character slows down or speeds up.
I hope I have been able to solve your problems. Good luck with your project
Hi, thanks for your suggestions
Unfortunately, this does not work after the last animation or if there are gaps with no animations in the timeline. This is sometimes the case because I’d like to animate with control rig without any animation sequence interfering
Please check out the video I’ve posted to see the issue I’m talking about
That indeed is an option, but I’d like to know if it’s possible to fix the root motion animation issue. Sometimes root motion animations are more convenient