Rotate Animation with Root motion????

Hi, I have a root motion animation, I’d like to rotate it to face Y to match other animations.
How to do this?
I hoped that exporting it and reimporting would give an opportunity to reorient, but this does not work.

Any ideas? Tried rotating root with additive animation track --that doesn’t work

Hey @Bruno.Martelli!

Could you share your exact steps? Perhaps along with some screenshots?

Here’s how you can do it:

  • Open up your animation sequence by double clicking on the asset on your content browser
  • Inside, navigate to the Skeleton Tree window on the top left, next to the Asset Details window
  • Select the skeleton’s root bone
  • While making sure to be on frame 0 (if not, you can adjust that slider with a red handle on it) adjust the transform of your selected bone (the root bone in this case) to your liking from the viewport
  • When you’re done, hit that Key button with a plus icon at the top to add a track

I suspect you didn’t do the last step leaving everything unchanged.

Hope this helps! :innocent:

Thanks for the reply
Here’s a screenshot of the ‘before’ - I grab the root, rotate,

heres after

what I don’t get is that when I drag this rotated sequence into level (it’s a copy) and the original, they are facing same way

In the anim sequncer window they are clearly facing opposite directions.

Is it something to do with the Ref Pose?

Ah I see the issue.

Root motion is applied to SKM’s. When you drag your anim sequence into the scene, it won’t have root motion, therefore you won’t be able to observe the effects of your adjustments to the transform of the root bone.

You can still adjust the transform of the pelvis tho! (Or whatever has the highest hierarchy under the root bone in your skeleton)

ok i made two anim BPs, both use root motion, one with origional, the oher the adjusted copy. Put both in level, both face same way same as the anim sequences

rotating the Pelvis gives gives footslidy results

You also don’t just drag your ABP into the level. You should have a SKM that’s assigned to your ABP. And if you’re gonna trigger it without montages but rather within the ABP, the Root Motion Mode should be set to Root Motion from Everything.

Would you mind sharing some context? What’s the end goal? I feel like root motion might not even be fit for your use case, considering you’re not working on a character.

Context-extending my project-there’s a clip here with live mocap driving characters. nino user interaction with RADiCAL at Trafo for MODINA
The characters here can use live mocap, and I have versions that play prerecorded mocap, and the meshes and anims can swap at runtime.

I have some older mocap, I want to add it to a single-player game-like experience.
But when the anim blends in with root motion, it’s facing the wrong way.
I used to use ‘Root Motion Guide tools’ to fix wrongly rotated mocap, but this doesn’t seem to be working (possibly because I’m in newer versions of Unreal.

So I was hoping to be able to use one of the built-in tools in Unreal to do a 180 rotation.

Making a character and adding each of my anim BPs in turn, they both face the same way of it feels like the animation is not really rotated

Thanks for the follow-up!

Sounds exciting :star_struck:

Since you’re working on a game development project, first start by making the character!

You can check out this basic course:

Once you’ve set up your character, we can move on to adding your root motion animations.

You absolutely can! Like I explained before, you can adjust the transform of the root bone to affect root motion. Though perhaps what you wanna do is to actually rotate the pelvis!

Either way, feel free to get back to us if you encounter any issues once you get there.

However I wanna add that root motion animations are usually played with anim montages. If you like, you can also provide some context on how do you plan to trigger those animations and we can give some advices on how to handle them.

So, hope this helps! :innocent:

When I add some other animations to the level that are rotated correctly they face opposite to the wrong facing animation. They dont need to play them to show the direction they face.

If I make animation BPs or make a character and add the animation BPs this has the same effect - corretly rotatate animations face the right way, the wrongly facing animation the other way.

Rotating Pelvis breaks root motion animation as i said earlier.

Thanks for the link, however, I already have a character and Im playing RM anim montages in a slot.

“you can adjust the transform of the root bone to affect root motion.” - I’m not sure how as your method does not work for me with root motion animation

So far the only thing that’s worked is the ROOT MOTION GUIDE TOOLS plugin.

The root is possibly in place.

You can make it work using this plugin, or you fixed something else using it? If it’s the latter, perhaps it’s interfering in some way.


I’ll investigate further the next time I get to launch my PC. In the meantime, feel free to share any updates you may have!

Cheers!


Hmm… btw, just to make sure, could you clarify your objective?

  • If you wanna rotate the root motion’s direction, you can rotate the root bone and add the curve
  • If you wanna have the character face another way while keeping the same movement direction, you can rotate the bone with the highest hierarchy under the root bone and add the curve
  • If you just wanna rotate the world direction of your character, without affecting the animation, you can simply rotate the character that’s placed on the level

Here’s what worked with the Root Motion Guide Ju Sik Lee, the plugin developer, helped me -using the tool like this (so the solution is entirely Ju Sik Lee’s):

Adjust Animation Track

  • Bone Name = root
  • Adjust Rotation = (0, 0, 180)

Adjust Animation Track

  • Bone Name = pelvis
  • Adjust Rotation = (0, 0, 180)

Rotate Animation Track

  • Bone Name = root
  • Adjust Rotation = (0, 0, 180)

There’s a video here:

I think that the issue was that the root bone was rotated 180 degrees compared to the Pelvis. (The root motion all moved visually fine but it was flipped.)