Unable to adjust playrate for animation with no root motion delta

Hello,

I have an issue with a retargeted animation.
I took the MM_Unarmed_Jog_Fwd animation from the Lyra project. It’s a basic Jog Forward animation. This animation is with the SK_Mannquin skeleton and I retargeted it for the UE4_Mannequin_Skeleton.

I use it in a sequence player where each update I use “Set Sequence with Inertial Blending” node to set the animation sequence to use and then use “Set Playrate to Match Speed” node to set the playrate of this animation sequence.

I warning is logged : “Unable to adjust playrate for animation with no root motion delta”.

Plus, I use a Orientation Warping and Stride Warping and with the original animation the same state works fine but with this retargeted animation the stride is weird and the orientation is sometimes a little wrong.

I have seen that it is because a lost of information on root bone while retargeting (and it makes sense as the stride warping use root informations). But I’m not sure.

Does someone knows what is the problem and how to solve it. And if it is a lost of information while retargeting, is there a way to fix that ?

Thank you !

1 Like

The most likely reason is that your animations lack root motion, and it seems that Lyra’s orientation warping requires root motion as a reference. I suspect your animations cannot utilize orientation warping. Please check your animation assets.

Try setting the calculation on the node to manual and use debug to help :slight_smile:

Thank you for answering. As there is a lot of time that I asked question, since then, I moved to another project so I can’t test and tell if what is say is usefull in my case :sweat_smile: