I’m a beginner at unreal engine 5 and using blueprints, my problem is I’m using a standard vaulting animation from mixamo and enabled root motion in unreal engine 5 but as you can see from the video at the end of the animation my player doesn’t stand straight. I tried several times to try and rotate the animation so its the right way up but it’s not possible, I don’t know if I have to change something in the blueprint? this is the tutorial I followed to create the system: https://youtu.be/HVhH2qi2B5Q?si=WHSKAvOilD6APfy4
For the most part the system is working but the animation is not, I don’t know why because the root motion is enabled but it’s doing this weird thing? Please help guide me on how to fix this.
something is causing my characters new position to be sideways, I was thinking this is a problem with the animation
the animation i’m using with root motion turned on + the settings I’m using, I tried all the different root motion locks but this one works best
as you can see its a bit tilted side-ways I dont know how to fix it with root motion enabled.
p.s the code is exactly the same as I’m using in the tutorial I linked in the original post, if you’d like to see blueprint snippets please let me know
This made the problem clear.
Your animation doesn’t have a root bone track so it doesn’t support root motion at its current form. Your model also doesn’t have a root bone. When you use root motion it locks the pelvis of character in place which results in lots of weird stuff happening.
This video shows how you can fix it :
You don’t need the retargetting stuff he talks about. Just watch the first few minutes where he talks about how to add root bone.
Hello, thank you for your reply and sorry for the delay, I was testing out your solution, I have been manually applying root bones via blender to all my animations but there’s a problem after I applied a root bone, all the animations orientations are incorrect even though in blender they are the correct way.
In the video you can see the root bone I added, it fixed the root motion but the orientation is not correct. The orientation looks ‘fixed’ only when I apply root motion, but this doesn’t solve the issue when I use the animations in an animation blueprint (the orientation is still incorrect as shown using the idle animation)
I manually applied root bones in blender without using the downloadable thing from the video, I’m not sure if this would effect the outcome? If you have any ideas please let me know or I may try using the root bone maker from the video you linked.
Sadly I’m a programmer not an animator so I honestly have no idea how these root bone additions affect the whole animation. Technically you should be able to this manually as well but I can’t help with fixing problems that come from that.
BTW he just uses a blender add on called mixamo converter(based on my tests works on non mixamo humanoid animations as well), so if you already have blender and don’t want to download the files from the video you can google it up and download it directly. From my experience it works fairly well.