# Retargeting root bone Ue5

**URL:** <https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512>\
**Category:** Character & Animation\
**Tags:** unreal-engine, UE5-0, UE4-26, UE4-27, question\
**Created:** [March 13, 2022, 9:04pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512 "2022-03-13T21:04:36Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Raffzahn3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raffzahn3](https://forums.unrealengine.com/u/Raffzahn3)\
**Post date:** [March 13, 2022, 9:04pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/1 "2022-03-13T21:04:36Z")

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Hello,

The Question is about UE5 Preview 2! (Or any UE5 with the new Retarget system)

I can not find the correct way to retarget the root bone for root motion animations.  
When I set “Pelvis” as the retargeting root, the animations work but the root motion is lost.  
When I set “root” as the retargeting root, the root motion works but the animations are buggy/broken a little bit, (maybe something about the IK?)

Does someone know what to do?  
Is it a UE5 problem or am I missing something?

UE4

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**Author:** ![bengmusic](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bengmusic](https://forums.unrealengine.com/u/bengmusic)\
**Post date:** [March 14, 2022, 4:52am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/2 "2022-03-14T04:52:43Z")

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![ab8d8ee1660e723916d1fee1a90adc3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/c/e/6ce3d56f22ea2c6284f1c63a3f13262dd3443dd1.png)

You can try setting it up like this

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**Author:** ![Kuro1n](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kuro1n](https://forums.unrealengine.com/u/Kuro1n)\
**Post date:** [March 24, 2022, 5:28pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/3 "2022-03-24T17:28:54Z")

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Actual hero. Can’t believe I missed this, probably spent 4 hours struggling with why I couldn’t solve it.

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**Author:** ![Ramboozled](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ramboozled/32/1068816_2.png) [@Ramboozled](https://forums.unrealengine.com/u/Ramboozled)\
**Post date:** [March 30, 2022, 3:37am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/4 "2022-03-30T03:37:43Z")

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Thank you for the solution!  
Direct and to the point

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**Author:** ![Blueprintbob](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Blueprintbob](https://forums.unrealengine.com/u/Blueprintbob)\
**Post date:** [April 9, 2022, 6:32am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/5 "2022-04-09T06:32:12Z")

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I have the same problem but the settings for translation mode are not there. Have they been removed in the new version? How can I retarget root motion now?

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**Author:** ![AmusedAardvark](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AmusedAardvark](https://forums.unrealengine.com/u/AmusedAardvark)\
**Post date:** [April 13, 2022, 1:55am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/8 "2022-04-13T01:55:28Z")

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I can’t find the pannel with these settings. Where is it?

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**Author:** ![fullpowerfantasy1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fullpowerfantasy1](https://forums.unrealengine.com/u/fullpowerfantasy1)\
**Post date:** [April 17, 2022, 5:18am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/9 "2022-04-17T05:18:06Z")

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Hey @Blueprintbob & @AmusedAardvark, that panel that displays the translation mode is only displayed when you select a bone. To fix your root motion not retargeting properly, select the root motion bone in the “Chain Mapping” window located at the bottom right of the screen. Then the panel will appear and allow you to select the translation mode.

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**Author:** ![TheWolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thewolf/32/1036665_2.png) [@TheWolf](https://forums.unrealengine.com/u/TheWolf)\
**Post date:** [May 9, 2022, 11:49pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/11 "2022-05-09T23:49:23Z")

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I’m finding that using @bengmusic 's method works to copy the RM, but it is not being scaled properly. I’ve tried Globally Scaled & Absolute, tried modifying retarget settings on the destination skeleton (animation, animation scaled) but no luck. At the end of all animations the root bone is offset in front / below where it should be. My target skeleton is significantly smaller than the source (UE4) skeleton.

 ![Screenshot 2022-05-09 164716](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/5/3/0538f3317b72f39e05ca59628c8db2ee887c58be.jpeg)

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**Author:** ![Luffarschack](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luffarschack](https://forums.unrealengine.com/u/Luffarschack)\
**Post date:** [May 29, 2022, 12:12pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/12 "2022-05-29T12:12:57Z")

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Same issue as this post I think [[UE5] Retargeted root motion animations have innacurate pelvis / hip placement - #7 by Hammerhead\_Anims](https://forums.unrealengine.com/t/ue5-retargeted-root-motion-animations-have-innacurate-pelvis-hip-placement/514656/7)

My target skeleton is slightly bigger and my characters root bone is offset back instead. Have you found any solution?

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**Author:** ![TheWolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thewolf/32/1036665_2.png) [@TheWolf](https://forums.unrealengine.com/u/TheWolf)\
**Post date:** [June 6, 2022, 3:50am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/13 "2022-06-06T03:50:36Z")

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Oh I missed that. No I have not found a solution.

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**Author:** ![TheWolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thewolf/32/1036665_2.png) [@TheWolf](https://forums.unrealengine.com/u/TheWolf)\
**Post date:** [June 8, 2022, 11:50pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/14 "2022-06-08T23:50:57Z")

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\*Update - further testing & @Faulkin’s comments lead me to believe this is not an ideal solution for all cases. I’m not sure to put that on this method or on growing pains in the the UE5 retarget system.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/0/6/c06392077c964fc4da8957e76fbb3fdee0545154.jpeg "UE5 IK Retarget with Root Motion") ](https://www.youtube.com/watch?v=OAXt2eLL5eY)

Key points: Dest SkMesh must have root bone retargeting option set to Animation Scaled && your IKRigs must have a chain that includes the pelvis (and those chains mapped). I found the default UE4 Mannequin IKrig does not have pelvis set up by default - so I just made a 1 bone chain and it worked!

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**Author:** ![JimMoun](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JimMoun](https://forums.unrealengine.com/u/JimMoun)\
**Post date:** [June 20, 2022, 2:44am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/15 "2022-06-20T02:44:51Z")

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you made my day 🙂

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**Author:** ![TheWolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thewolf/32/1036665_2.png) [@TheWolf](https://forums.unrealengine.com/u/TheWolf)\
**Post date:** [June 20, 2022, 3:01am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/16 "2022-06-20T03:01:33Z")

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Glad to hear it - I don’t take any credit though (not my video). Curious to hear how much mileage you get out of this process. I’m still finding stumbling blocks within it.

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**Author:** ![JimMoun](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JimMoun](https://forums.unrealengine.com/u/JimMoun)\
**Post date:** [June 20, 2022, 3:35am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/17 "2022-06-20T03:35:48Z")

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I’m trying to migrate animation data that I bought in Marketplace to my custom character. and Because of this issue, My character’s root animation was all messed up. Now it all works fine. but this is just beginning…haha  
 ![녹화_2022_06_20_11_29_31_68](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/9/5094792cfa5d6648bd18af895dcadf7164e18916.gif)

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**Author:** ![Jasonjoky](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jasonjoky](https://forums.unrealengine.com/u/Jasonjoky)\
**Post date:** [June 27, 2022, 12:30am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/18 "2022-06-27T00:30:21Z")

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god! You are a life saver

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**Author:** ![anonymous\_user\_d32ce66b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d32ce66b](https://forums.unrealengine.com/u/anonymous_user_d32ce66b)\
**Post date:** [July 29, 2022, 8:15am UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/20 "2022-07-29T08:15:48Z")

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Thank you so much. Worked like a charm!

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**Author:** ![mbellay](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mbellay](https://forums.unrealengine.com/u/mbellay)\
**Post date:** [March 17, 2023, 4:49pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/21 "2023-03-17T16:49:48Z")

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this worked, thank you

I also had to UNSET all the flags in the Root Motion panel for the SOURCE animation

Set Retarget Root to pelvis for TARGET animation in the IK Rig

Interestingly, it doesn’t seem like the root motion is baked into the re-targeted animation, as changing the flags there causes the animation to be in-place.

@TheWolf  
Initially, my retargeted animations looked kind of like your first picture, except the IK bones AND root didn’t move. I am using virtual bones for IK (we’ll see how long that works for). Now they all move with the animation, not perfectly though.

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**Author:** ![Levitikon217](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Levitikon217](https://forums.unrealengine.com/u/Levitikon217)\
**Post date:** [June 13, 2023, 11:11pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/22 "2023-06-13T23:11:55Z")

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Outstanding. Still works. Thanks for this!

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**Author:** ![Vrlao](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vrlao](https://forums.unrealengine.com/u/Vrlao)\
**Post date:** [August 9, 2023, 9:17pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/23 "2023-08-09T21:17:41Z")

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For clarification: You select the root motion in the IKRetargeter and choose Absolute in the Details panel under FK - Transition Mode. After that I didn’t have to change any root settings on the original animation and could leave them as default.

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**Author:** ![KoWhale](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KoWhale](https://forums.unrealengine.com/u/KoWhale)\
**Post date:** [October 10, 2023, 4:48pm UTC](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512/24 "2023-10-10T16:48:23Z")

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I think target pelvis height is fixed, so its not natural look

[Next page](https://forums.unrealengine.com/t/retargeting-root-bone-ue5/506512.md?page=2)
