# Root motion rotates with half strength if using layer per bone blend

**URL:** <https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897>\
**Category:** Character & Animation\
**Tags:** turn, unreal-engine, question\
**Created:** [February 7, 2019, 11:05am UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897 "2019-02-07T11:05:31Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Two-faced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Two-faced](https://forums.unrealengine.com/u/Two-faced)\
**Post date:** [February 7, 2019, 11:05am UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/1 "2019-02-07T11:05:31Z")

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I implemented turn in place using montages and root motion. For some reason it works with half strength if I blend turning montage, but not every time.

![](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/0/80d1935593c9ab06e3a29153487f401a767f2d25.gif)

Setup:

 ![267808-2019-02-07-17-59-55.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/5/ce504c45f510301a88e91bd0bd3e994bdfcdf9cc.png)

How do I fix it?

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<div class="post-metadata">

**Author:** ![Two-faced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Two-faced](https://forums.unrealengine.com/u/Two-faced)\
**Post date:** [February 7, 2019, 11:10am UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/2 "2019-02-07T11:10:54Z")

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For example, root motion rotates fully when I blend it with Pistol Aim, but only half with Rifle Aim from the same animpack.

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<div class="post-metadata">

**Author:** ![Two-faced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Two-faced](https://forums.unrealengine.com/u/Two-faced)\
**Post date:** [February 11, 2019, 1:22pm UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/3 "2019-02-11T13:22:45Z")

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Still stuck

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<div class="post-metadata">

**Author:** ![Two-faced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Two-faced](https://forums.unrealengine.com/u/Two-faced)\
**Post date:** [February 17, 2019, 4:21am UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/4 "2019-02-17T04:21:13Z")

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So it’s happening when you apply montage on the pose with root motion enabled. Is there a way to switch off pose root motion and have full montage root motion strength?

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<div class="post-metadata">

**Author:** ![Two-faced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Two-faced](https://forums.unrealengine.com/u/Two-faced)\
**Post date:** [February 24, 2019, 11:41am UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/5 "2019-02-24T11:41:39Z")

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bump bump bump

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<div class="post-metadata">

**Author:** ![bradrg2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@bradrg2](https://forums.unrealengine.com/u/bradrg2)\
**Post date:** [September 24, 2024, 2:39pm UTC](https://forums.unrealengine.com/t/root-motion-rotates-with-half-strength-if-using-layer-per-bone-blend/442897/6 "2024-09-24T14:39:56Z")

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I know this is old, but this is the thread that came up when I was searching a similar issue. What solved it for me was to adjust the blend in and out time in the montage. Lets say you have a 1 second animation, with quarter of the time taken up with the animation blending in and a quarter of the time for the animation to blend out. it’s going to look half strength. I adjusted the blend in/out time from 0.25 to 0.05, and that worked for me.
