Sequencer Skel Mesh Animation Blend Problem

I am having trouble blending animations for my skeletal mesh in sequencer. Any help with this would be greatly appreciated.

I have a skeletal mesh and two animations. In both animations the character’s feet are fixed firmly to the same spot on the floor and the pelvis is moving. When I blend the two animations by overlapping them in sequencer the character’s feet wiggle and slide during the transition.

Both animations have no root motion. The root bone is in an identical spot in both animation clips. I have made a video to illustrate the problem:

link to YouTube video showing problem

I have turned on the skeleton preview for both animations. This shows that the two feet are static in both clips, but geometry itself seems to squidge out of position.

I have tried changing the interpolation of the transition to linear, but this doesn’t help.

When I right click on the little yellow line that represents the transition interpolation, there is a pop-up with an option to change the blend type, but clicking the ‘blend type’ menu item does nothing, there are no options. From my research it seems like I should be able to change the blend type to relative or absolute, but no dice.

In short I would like to be able to have a character standing with feet firmly planted and have it transition between to animations where the rest of the body is moving and not have the feet wobble. I am beginning to think that this is not possible.

Thanks in advance for any help or advice anyone can offer.
Peace

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