Root Motion in Sequencer

I believe it’s a bug, I can make work after a few attempts, and I recall this trick is included in one of the tutorials in the film &TV learning path. Also, there is no way I can make it work when changing directions, like Walk Start 90 R + Walk Fwd Loop.

I saved my sanity by creating an animation composite with all motions checked root motion, then in the anim editor check Animation-> Process Root Motion, then record a new anim sequence, trim the start and end of the clip and it’s done. I send the composite clip to sequencer.

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I definitely agree that it’s a bug. Honestly, I think just making sure you turn it on at the crosspoint of the two animations is probably a faster work around then making a composite animation :slight_smile:

I agree, I sure I must be doing something wrong because that crosspoint hint doesn’t work in the first attempt in both UE5.4 and UE4.27 projects, mainly when changing direction. Not sure if it’s working as intended or is a bug, so the quickest solution is to manually set location/rotation offset for each file that changes direction.

Making the composites is tedious, and yet necessary, because, in my case, I have to make the composites first anyways just to see how well the root motion is lined up for use with distance matching, because I spotted several transition glitches (marketplace files) and to make starts and stops longer. The recording part is worse.

Oh, really? Darn. Because it fixed it immediately for me. :frowning:
I was only having a character walk forward though. I’m going to make them turn later, so I’ll let you know if it bugs again when turning.

I appreciate if you can look at it and point me to the right direction.

To reproduce the issue, I am using the Windwalker Echo project UE5.2:

Idle
Idle_to_Walk_Fwd_Left_90
Walk_Fwd

Root motion and foot root lock disabled.

Desired output: Root motion lined up when changing direction using “match bone from the previous clip”. Tested with foot_r, pelvis, root to no avail.

Alternative fix: Add location/rotation offsets for the walk_fwd loop. This requires me to look at the previous file (Idle_to_Walk_Fwd_Left_90), get the rotation/location of the root bone at the last frame and use it as input in Sequencer to rotate/translate offset the walk_fwd loop.

Quick fix: Create an anim composite with all motions (root motion enabled) automatically lined up, checked “process root motion” and bake it to anim sequence. Caveats: composites don’t support retargeting, anim modifiers nor exporting to fbx.


I’ll take a look when I get a chance. I’m just crunching to meet a dealine right now, but I’m going to have to go back to the root motion animations in a few days, so I’ll let you know if I figure out anything, or at least the exact steps I took to get them to work. Maybe what I got was a fluke and not reproducible as easily as I had hoped.

No problem, I’ll be using composites for now. Take your time and best of luck out there.