Please, how do I rotate root 90 degrees for ONLY one animation, not all.

Please somebody help. I’ve spent so many hours googling and searching for answers.

I have two animations, same skeleton. One of them the root is twisted 90 degrees, so if I put them in a blend space the character sinks into the ground while blending between the two animations because the root is trying to twist over to the other orientation.

I feel like I’ve tried everything. If I put the animation in the sequencer and twist the root and then twist the whole character apart from each other, it still outputs together the same way with the root twisted the same way as the mesh, which I don’t even understand how that’s possible.

If I go to the bones and twist the root, it does it for all animations. I’ve tried twisting it then creating new asset with it but it just keeps it twisted the same as the original.

I’ve tried using an animation modifier but I can’t find anyway to get it to modify bone rotations.

I’ve tried using virtual bones but can’t find any guide on how to twist the root with a virtual bone, if that’s even possible.

I tried exporting it to blender, but when I import it back to unreal it can’t find half the bones, and it didn’t even successfully rotate the root anyway.

I’ve tried so many other things I can’t even remember.

I can’t find any way to twist the root for only one animation. Please god let there be some animation artisan out there who just knows the answer to this. This is absolute hell.

Please, how do I twist the root for only one animation and not all.

Another angle on this. When i retarget from a ue5 mannequin to my skeleton the root is rotated 90 degrees. If I make an animation from scratch they’re the default rotation for the root. Because of this I can’t retarget any animations to my skeleton. I either only use retargeted animations or only use in-house animations. I struggle to believe I’m the only person in the world who has ever ran into this problem

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Here, for visual people. I hate to believe I’m the one in a million guy with the problem no one’s ever encountered.

The issue with the root bone being rotated 90 degrees when retargeting from the UE5 mannequin to your skeleton likely stems from differences in the root bone orientations between the two skeletons. To resolve this, start by adjusting the Translation Retargeting Mode for the root bone in your custom skeleton. Open the Skeleton Tree in Unreal Engine, locate the root bone, and set its Translation Retargeting Mode to either Animation or Skeleton, depending on which aligns better during retargeting. Next, refine the Retarget Pose in the IK Retargeter. Open the IK Retargeter, select your custom skeleton as the target, and adjust the pose to match the mannequin’s root rotation. Specifically, rotate the root bone in the target skeleton’s pose by 90 degrees to align it with the mannequin’s orientation. This ensures that retargeted animations align with your skeleton correctly without affecting animations created from scratch. By combining these steps, you can use both retargeted and in-house animations seamlessly without orientation conflicts.