Root motion initial rotation?

Hey Packetdancer, thanks for the reply!

I’m importing about 1,000 mocap animations with the root motion animated correctly. However, the character stands in different places relative to his center and is also facing in different directions (sometimes subtly, sometimes dramatically).

The positional offset is fine because when I enable root motion, it centers the character in the animation. The rotational offset is a problem because when I try to blend in and out of these animations, the rotation changes. He’ll go from facing me to facing some other direction (the animations are for an enemy AI).

I’d like to offset that initial rotation in-engine so I can quickly iterate through the 1,000 animations, matching their foot placement and checking them against each other in a level (by placing them all in the same location and then aligning their forward foot).

I may be able to do this in another program (albeit with more hassle) but exporting the animation and adjusting the initial rotation in 3ds max, then re-importing it in Unreal Engine did not make any difference. The characters still face in the original offset direction they faced when I first imported them. As if my change in 3ds max made no difference. Just like my change in the animation in-engine (setting a keyframe for root on frame 0 with rotation offset) made no difference.

My only solution now is to have the person who re-targeted the mocap do the rotations himself, but we may not have time to keep going back and forth making small changes if they come up (deadlines).