Root animations have unexpected offsets

I am currently having an issue with root motion animations on a character having unintended rotations.

The animation themselves appear correct when previewed, however switching between them does seem to expose the issue.

For reference, these animations come from the ‘sword and shield pro pack’ from mixamo.

It seems to me that animations are inheriting root rotation offsets from previous animations. I don’t know why the rotation resets itself after playing one full loop in the preview, or why it doesn’t reset the same way when playing the character. I assume that I have either misconfigured or misused the animations in some way, but every combination of settings I have tried so far have not been effective.

So I am hoping someone is able to explain why this happens, and how to use these animations properly. TIA

Mixamo uses the hip (pelvis) bone as the root, which therefore includes a lot of unwanted movement (translation). See below where you can view that data and compare it to a correct animation.

Ultimately, you’ll need to pick one of several options to correct Mixamo animations or source animations elsewhere.

For correcting Mixamo – plugins are the easiest method but usually come with a cost. Youtube tutorials are free but rarely result in perfect results. Lastly, you can manually fix the issue up to your ability level.

For altering the animations, you can tweak things one key-frame at a time with the control rig inside the sequence editor. Alternatively, you can use the (FK rig’s) Snapper tool within the sequence level editor to copy and paste entire (body) sections of other animations. Little information is available for the Snapper tool option, but I’ve recently confirmed that it works well to mix and match animation data between different animation sequences.