Offset for an animation

Hi folks,

Apologies if this is a silly question, but I can’t seem to find an answer after some Google searches.

I’ve got a walk animation cycle from Mixamo that’s 42 frames, where the character walks from point A to point B. (This is for animation playback in a scene, not a player or AI controller, so I don’t want to pin the character/animation to the origin.)

Say I want to run this cycle three times. How do I “offset” the animation so the beginning of the second cycle starts in the same location as the ending of the first cycle, rather than snapping back to the original position? I want the character to go from A → B, then B → C, then C → D, rather than snapping back to A each time.

Is there a way to do this in Unreal (montage, maybe?) that won’t require I make the edits in Maya?

Thanks! If you don’t have time to explain the process, just some keywords would be helpful and I can search from there.

Sound like a root motion problem.
I never did this without a playable or npc character but it should still apply.

When you create a character and let him jump forward for example you will need root motion animations or else the animation will play, the character jumps forward and snaps back to its original position this happens because the capsule of given character does not move with the animation if you activate root motion (in your animation blueprint) the capsule will move with the animation instead of staying at its place.

You do need some setup for this. but its completly doable in Ue4 (without too much work)
Just search for a root motion tutorial on youtube (sadly im too stupid to recall everything right now :slight_smile: )

Hope it helped

I really appreciate your response, thank you. Unfortunately I don’t think it applies in my case, as there’s no capsule per se (like on a player character). The animation snaps back to its original start position because that’s how it’s keyed. I’m going for a “cinematic playback” for a performance (of sorts).

Thanks again, though!

You could try to make a anim montage if your character doesnt have a capsule
A anim montage lets you control different animations for 1 asset you can do all kinds of stuff with that play animations one after another loop them ect.

Right on, that’s what I’m in the middle of now, but I still don’t see a way to “re-use” the same clip such that for the “second use” of the walk cycle, I can have it start where the “first use” of the walk cycle ended. Trying to use the same walk cycle clip but I don’t see a way I can add or offset a value that I can get this result. At the moment I’m doing it in Maya.

Well, you should be able to check “In Place” in Mixamo for stationary animations. I use a third-party Mixamo converter from Terribilis (link) to make animations usable for root motion, so you could try that.