I have mixamo fuse character with simple root motion animation (running forward). The character has “root” bone.
Here’s the thing - when I attempt to transfer that animation to any other character (including unreal 4 dummy skeleton), the root motion bone movement does not transfer and is set to zero. No rotation, no location, nothing. Animation transfer is done using Unreal 4 builtin motion retargeting system.
Original character is correctly mapped to humanoid skeleton, root bone is selected in retarget manager. Despite that, root motion doesn’t transfer, regardless of the state of “use root motion” checkbox, and changing animation retargeting mode (Animation from drop down menu doesn’t do a thing.
They do, if you create character in fuse, and upload it to their autorigging service. In that case animation will contain root motion and “root” bone. I’m assigning “root” bone as Root.
Yes, it is at 0,0,0 and it is animated. As I said, if you’re looking at mixamo characters (alpha/beta/zeta/whatever), you’re looking at the wrong place.
It is mixamo fuse character. Mixamo fuse is character generator. The bone chain goes like this root->pelvis->spine_01->spine_02->spine_03, etc.
The only problem is that its motion does not transfer during retargeting process. At all.
The PROBLEM is that original animation has root motion, new retargeted version doesn’t have any root motion in it.
So, there’s no issue with mixamo animation. The problem is with retargeting process (root motion information is lost). And I’d like to know how to deal with this.
I was using unreal tools for retargeting Kubolds animations (they have root motion for sure) and I had no problem with this process. Can you post a screenshot of your original animation with pointed root bone?
Ok, I have tested it in 4.10 and you are right, there is a bug.
The translation is of root bone is not applied. The rotation is ok.
So feel free to report this as a bug. In meantime you can get the older version of ue4 (as I wrote, I was using 4.8 and 4.7 for this) and do retargeting there.
Since apparently nobody knows how to deal with this, I’d appreciate if someone would at least tell which part of the engine handles actual retargeting process. So I could look into that without wasting time trying to locate it first.
I’ve just encountered the same problem.
I’m going to check if it isn’t broken in 4.9/4.8. If not, maybe we should try something like this as a workaround:
Create a new 4.8/4.9 project (depending of which version root retargeting isn’t broken) and migrate all the animations we want to retarget (ofc along with both skeletons) there.
Retarget it in the 4.8/4.9 project and migrate retargetet animation into our 4.10 project.
I’ll try to do something like that today.
… Or maybe they already fixed this bug in 4.11? But there’s still no response on AnswerHub reports.
Edit: Well, animations won’t migrate to 4.8. That’s about it regarding my mighty workaround I’ll try with 4.9 (and maybe 4.11) though…
Edit2: Also, can’t migrate back into 4.9. Now I’ll try 4.11 Preview…