I am currently developing a 2.5D platformer and I’m trying to implement root motion. I am using the blender mixamo converter to do this. While the root motion technically works, it rotates the animation negative 90 degrees on the z axis in-game and I have no idea why. It appears to look and function correctly in the editor itself.
I’ve messed around with these settings
-transferring the rotation through blender settings
-importing a rotation (these appear to make changes in the editor, but not in-game)
-played around with foot lock settings (will change the rotation of the model, but not the root motion)
-“Allow physics rotation during anim root motion” in character settings.
Been scratching my head over this for the past 24 hours and have yet to find a solution. I will provide more details if needed.
Yeah so the thing is, your model needs to have a root component that is on the ground in order for root motion to work. And not just that, you also need that critical component for certain IK setups as well.
You can fix this by creating a socket from hips (which is what your root is, I presume, since it’s from mixamo) and adjusting the bone hierarchy accordingly but adding a proper one from Blender would be better!
Yep just double checked, that hip socket approach made my IK legs work but not root motion, you would need an actual ground anchored root for that.
So here is the mixamo tool add-on I used for reference:
This add-on essentially does that work for me that you said: it adds a root bone to the ground to a mixamo model and modifies the mixamo animations to work with that new model. My problem is transporting that new animation to Unreal since the rotation of the root motion is not cooperating with me in game. It appears to work completely fine in the editor for some odd reason. To state again, the z axis is the issue it is -90 degrees off otherwise the root motion works just fine.