Retargeting Walk Animations makes character move out of 0,0,0 in UE 5.3

Hello I just downloaded UE5.3 and started doing some tests with retargeting animations. Everything seems to be working fine (as in UE5.2), except that when I retarget a walk or run animation from Manny (which are in place animations), the retargeted animation displace my character out of zero. I thought it was a root motion problem, but it isn´t. Is there anything I´m doing wrong? I want my character to play that animation in place.

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Try RM Fix Tool plugin for UE5 https://youtu.be/JbWckEC9jlk?feature=shared
you can offset and change the whole animation

Nah. This wasn´t a problem in UE 5.2.
I think it is a problem with the walk and jog animations that come with the engine. Is anyone else having the same problem?

Hi! I’m new to retargeting, but I had the same issue. You may have fixed it by now, but this fixed it for me (and maybe it’ll help someone else :slight_smile: ):

On the IK Retargeter asset, click on the Global Settings button. Select the Details (tab) and scroll down to “Global Retarget Phases” and uncheck “Enable Root”.

After I exported the animation that way, the running character stayed in place. I hope that helps!

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Yeah I’m having the same issue. Have you found a fix?

Disabling Root on the global settings, indeed keeps the character in place, it kinda messes up the whole animation…

Facing the same issue :confused:

Looks like simply ReExporting Selected Animation fixes the issue :smiley:

Although in some weird cases Root Motion details of the source animation get baked into target animation and it doesn’t matter if you toggle them on/off later on.

  1. Delete your retargetted animation (it doesn’t work if you simply update it via RetargetSourceAsset->Update option
  2. Clear all RootMotion options i.e EnableRootMotion, ForceRootLock, UseNormalizedRootMotion
  3. Export/Retarget the animation
  4. now you can toggle ForceRootLock (or any other option according to your needs)

Just +1’ing this. Exact same problem as OP. Before 5.3, my retargeters worked fine retargeting the out of the box 3rd person anim bps, now they all run forward instead of running in place, and their feet are glued to the floor.

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I found something that might be part of the solution, which is that previously in the IK rig, the retarget root (the pelvis I think in a lot of cases) didn’t need an ik chain. I tried putting an ik chain on the pelvis (don’t forget to update the mapping in the retargeter), and it stopped the character from running forward, which is really great, but the animations lose all the pelvis motion, so they’re really floaty now, especially the landing animation. I tried setting the retarget root to the root instead of the pelvis but I got the same result.

I found a work around, which is to do the retargeting in 5.3 and in 5.1 (I haven’t tried it in 5.2) and then copy the animations I need into the 5.3 project. I think it’s a bug, and not that it’s not obvious what changed, because unreal’s own animations are the ones that don’t transfer with the retargeter.

This bug blows my rear up, no cap for real☺️

It does work for me. And as i understand its easy. In IK Retargeter go to details of animation and in Scale Translation in Scale Horizontal set up 0 value. After retargeting Animation will be in place.

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Hey all, if anyone is having issues with this:

  1. Jump into your IK retargeter
  2. Look to the “Chain Mapping” panel
  3. Click on “Root”
  4. In the “Details” pane, look for “Translation Mode” and set that to: “Globally Scaled”

Make sure you have Root motion, root lock and all that good stuff enabled on the animation afterwards.

This seemed to have worked for me, GL all

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oh my goodness. I’ve been retargeting from 5.1 for months because I couldn’t figure this out and then within days of each other, two people post solutions that work:

@DmitriiGK’s solution

@BashfulQuoll’s solution

I verified them both. I can’t believe it. Thank you!

“you wait ages for a bus and then two come along at once”

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Thank you! This fixed it!
Turning off root motion did not work because it also loses the rotation. This is perfect.

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