Root motion is directed with 90 degress rotation (on Z), while looking fine in animation preview (on Y)

How tf is this ■■■■ possible? It looks ok in the preview, why does it go vertical in the game?

You must be using a bugged engine version.

They patched that a long while ago though so maybe they re-introduced the same bug?

I am using a custom built version of 5.1.1

Will try to replicate in the binary build and other versions

I replicated this in 5.3.1 prebuilt, the situation is the same

I don’t actually want to update my 5.3.1 prebuilt to 5.3.2, because after I updated my 5.1 prebuilt yesterday, I can’t launch any project anymore because of ShaderCompiler crash.

Holy Emperor blessed me and gave me guidance.

Short answer:

I managed to fix this extreme heresy by starting everything from scratch and reimporting all the assets.

Long answer:

The reason behind this I suspect happened when I was fixing root motion in the preview. First when I checked the RM checkbox, while the second RM option was “By reference pose”, the character would ignore all the common sense and rotate in malevolent directions.

I found out that the reason behind this was that in my skeleton root bone rotation was 0, 0, 0, while it should have been 90, 0, 0, like on character that was good with root animations.

However, after I fixed this in Blender (basically rotate -90 on x, apply rotation, then rotate 90 so now it has required rotation in numbers, but has the same actual rotation (direction) as before) and reimported character, my skeletal asset was changed, but skeleton asset didn’t have an asterisk (!), which was quite suspicious. This reimport seems to cause the error, now when I did the reimport from scratch, the issue is resolved.

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