"Mesh contains Root bone as root but animation doesn't contain the root track"

Did I post this in the wrong place maybe?

I don’t know if you’ve got this fixed yet or maybe haven’t seen this other thread (I have the same problem FWIW). Either way, thought I’d post this to yours just in case. Hope it helps both of us.:slight_smile:

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The answer I have seen is, retarget all animations in motionbuilder.

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Thanks Huggybare and Sanvean.

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Is there anyway to do this without Motion Builder? My animation won’t even load into UE4 in order to be retargeted to another skeleton because the “Mesh contains Root bone as root but animation doesn’t contain the root track”…The only skeleton I am given the option to attach the animation to is the Hero TTP and this animation wasn’t created using it.
The animation has no Mesh…only a mocap skeleton.

You need to go through the painful process of making the external skeleton compatible with yours. The process involves matching the bone names in the external skeleton with the bone names in the skeleton you want to retarget the animation to. This got me through the process, eventually: https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/index.html

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When you export to FBX you are given a few options as to what you wish to be exported so this error usually occurs when you export the mesh but forget export the animation track at the same time. Check the FBX dialogue and make sure that export animation is checked.

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Make sure the skeleton name in Maya is exactly the same name as the skeleton in UE4.

I had the same issue with importing from Blender but was able to resolve it by making all the names in Blender and UE4 the same. This includes the names of the bones as well as the object’s overall name in Blender.

Up, I imported Paragon skeletons from Epic Games (so pre-made packs) I then looked for animations on Mixamo. The 2 are not compatible because of this problem.

If someone still has issues with it, here is a tutorial that worked perfectly for me:

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If anyone is trying to get this done with MetaHuman I really recommend this video you have provided @ROG_Cybrex + Quick & Easy Mannequin to Metahuman Retargeting - YouTube

In short: These movies allow for converting Mixamo animations into MetaHuman skeletons :slight_smile:

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I had this error with exporting Maya animations to unreal as fbx, this video helped. Metahuman Face and Body Animation Export from Maya to Unreal - YouTube

I had this error and what fixed it for me was removing the ‘mixamorig:’ prefix from the animated skeleton.

Frustrating because the skeletal mesh was created from the same skeleton. I guess it removes the prefixes upon creating the skeletal mesh, but doesn’t check to remove them upon importing an animation.

Renaming the Armature to the Root Name helped for me

This video is super fast and showed me how to easily export my Manny’s skeletal mesh as a .fbx and upload it to Mixamo to be used in the animations.

Works like a charm! THANKS!

Try RM Fix Tool Plugin for UE5 (fixes any root motion problems and let’s you change animation direction
RM Fix Tool in Code Plugins - UE Marketplace (unrealengine.com)
https://youtu.be/JbWckEC9jlk?feature=shared

I came to a similar problem, and I had a retargeted skeleton for the animation. While importing I was choosing my skeleton instead of the one associated with the animation, which was causing the issue. You should choose the skeleton the animation was associated with and then retarget that skeleton to yours. Hope this helps. :- )

I’m running into the same issue on the import with the mocap recording. I can’t retarget in Unreal since it fails on the import due to the root track problem. I’ve tried to export the file with Blender (include root on the export) which didn’t solve the issue. Which brought me to motionBuilder. Do I just rename the bones in motionBuilder to match the naming convention of UE? There’s a slight difference in hierarchy (spine and neck). Any pointers on the workflow would be greatly appreciated.