Single retargeted animation ends up severely distorted. What do!?

Unity 5.5

I’m using a Synty low poly character and trying to retarget the basic Manny/Quinn animations onto it. I downloaded a character/rig/skeleton from this video on Youtube, which was supposedly provided by Synty, that makes it easy to animate old Synty characters in Unreal. However, I’m now doing a FPS tutorial and walking through setting up blends of the upper and lower body and running into a problem.

When I retarget animations, The MM_Land is very distorted and broken. The entire body is collapsed and the hands are huge. All the other Idle, Fall, Run animations are OK.

Well, at first when I retargeted them, a handful had rotated 90 degrees for some reason. But redoing just a few appears to have fixed it. But I can’t seem to fix the MM_Land animation in particular.

How does one address this? Can someone else try this and see what happens? (If it works fine send me the output… lol)

After tweaking some bones in the skeletal mesh the distortion is no longer present. However, I’m still struggling to deal with the fact that the animation is rotated 90 degrees forward (on just this animation) and I’m not sure how to fix it without impacting the others.

Anyone know how to rotate the root of the animation without messing with the bones?

Will there be an effect if root retarget is not enabled?

I’ve messed around with a lot of different things since then, and had marginal improvement. The distortion issue seems to occur when the animation is exported as Additive (like it’s supposed to be).

If I turn off the Additive option then it looks OK by in the preview. But in the game mode using hte state machine results in the character moving wildly off the screen and a warning appearing that it’s meant to be additive.

If I Enable Root Motion, the first time the animation plays in the Animation preview it shows the character flipped forward on it’s face. Then the second time it plays standing up. Unfortunately using it in the game just plays the first animation and the character lays on the ground momentarily.

After trying a ton of combinations in the Additive and Root Motion options I’ve finally found one that I think might work. I compared the exported animation to the original and found some settings that were different.

I have it set to:

  • Additive Anim Type: Local Space
  • Base Pose Type: Frame from this animation
  • Ref Frame Index: 26

That fixed the distortions.

But I had to set these for the animation to actually work:

  • Enable Root Motion: false
  • Root Motion Rook Lock: Zero

And the animation in the preview was on it’s back. But this fixed that issue:

  • Force Root Lock: false

Now the animation works in both the animation preview and the game mode.