Sequencer : How merge tow animations (For Smoothing) without location bug ?

Hi !
When I add tow animations on the sequencer, (Match a previous bone) and want to merge the end of the first animation, with the start of the second one to get everything more fluid. The character try to reach an other location, then came back to the good one.

1st animation is mocap by myself, (Move automaticaly)
2nd animation is a loop ActorCore, (stay in place when moving)
How fix that ?

Well i would ask in the Animation does it do that and also did you set the animation to Root Motion inside the Animation Details

I do not set Root Motion, I don’t know I had to do (or not) such a thing.
In both animation, I don’t find where to check or change that parameters.

When I double Click on the animation “details” window is completly empty.
When I right click to the animation on the sequencer, I don’t find this parameters to.

Where can I find it ?


False on both of them !

Inside the Animation - Left Side - Scroll down - You should see where it says make Root Motion

Ok, the “Details” panel was missing, that why I could’nt find it.

So I “enable” root motion on both Animations.
Try on both :

  • Ref Pose, Anim First Frame , Zero
  • Force Root lock or not
  • Normalize or not.

Still the same probleme when merge the animations. :disappointed_relieved:

It could be the Animation Reset Position

If you think about “end animation” parameters : “When Finish”, I already tryed the 3 posibilities.
Project Default / Restore State / Keep State got the same result.

Go inside the animation and move the start point and Create a New Animation Preview so it dont start from that start point

I unfortunatly don’t find how to do that on unreal.

Inside the Animation

Move the Time Stamp Bar where you want it to start

Then remove from 0 to Time Stamp

Then Save as new Preview Mesh

Damned… no, same probleme with this method too.

I’am not shure this one can help me for a movie on the sequencer.

Here is the file in case idea are coming with it ^^

I’am thinking this have something to do about the “root point” of the animation that stay in place instead of move with the character.

So, in the Translation retarget option of the animation. Change Pelvis “animation” to “Skeleton”. The root are now moving with the characters… (Or character is animated but stay in place) So when we merge the both animations, is finally corect.

But we lose the real movement “in the ground” of the motion capture and have to manualy move the character with Transform point in the sequencer.
Because in my case, Root have no data. That why everything bug.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.