Hello! I’m new to unreal engine with the introduction of unreal engine 5, and I am currently trying to implement a root motion based animation system for my character.
There is a problem though. First though, I’d like to mention that I do process the animations through a plugin on blender, that adds a root bone to Mixamo imported animations, after that, I import the animations to UE5 after I retargeted one of the skeletons to match my character’s pose, bone structure, etc.
When I import the animations to Unreal Engine 5, what happens is that it looks fine at the beginning, but, once I enable root motion from the details panel, the animation decides to flip 90 degrees and play into the floor (??). I tried to change the import settings to when I upload the animation, it imports with negative 90 degrees on the x axis to counter that, but, even though it’s rotate -90 degrees, when enabling root motion its again face diving into the floor.
Essentially, I thought “well okay, perhaps I can try to use the animation like that” and changed the root motion root lock position to “Animation’s first frame” – and that looked promising in the preview of the animation, because it seemed to actually rotate on the x direction when the feet are on the floor BUT, when I went ahead and tried to implement it into the anim blueprint, funnily enough the whole character decided to turn 90 degrees on the Y axis (so if ‘|’ is a standing character, it turns to be ‘-’). Don’t get me wrong, it’s an hilarious feature nonetheless, but it’s not what I’m looking for obviously.
I’d like to also note that other root motion based animations I used the same workflow on worked perfectly (walking, running, sprinting) but these specific animations (turn in place to the right and left) seem to be problematic.
I also did try to exchange the actual animations for different animations (basically still turning but looks slightly different) to make sure that it’s not these specific files.
Does anybody have a clue what could be going on? I’d love your feedback because that’s a really large roadblock I’ve stumbled upon and I can’t quite seem to figure it out.
EDIT: Forgot to add that I also had a suspicion it has to do with blender using -z as forward axis and unreal uses positive x. I tried to import using the “force positive x forward axis” but that just breaks the model. I also tried to animate the animation within blender adding a singular rotation value every frame, and then exporting it with the setting (x-forward) but that didn’t work either.