Hi, I’m using the default Mixamo animations for one of my (non playable) characters and the walk is cut up (as in walks a bit, jumps back and starts walking again), does anyone know how to fix it? In the blendspace I just put their default female idle and walk animations and this is my event graph:
Hey @zofor! Welcome to the forums!
It sounds like you got the root motion version of the animations but the animations themselves aren’t told to use root motion! What is happening is your actor isn’t moving, but the static mesh is, and the actor should move along with the animation.
The first picture is what you’re likely experiencing, and the second is what you are probably looking for.
Here’s some documentation to get you acquainted with root motion!
Thank you, that seems to be the issue! I did what the link said, but it didn’t work - I think the problem might be that the root bone is on the hips instead of on the ground. Is there a way to fix it in Unreal without starting from scratch?
Hey again @zofor!
Unfortunately, there is not. You would have to put it in another program meant for modeling, and change the root bone.
The better thing to do would be to just download a new one from Mixamo and make sure the pelvis isn’t selected as root.
Thank you! I will have to do that. I can’t seem to find this answered online, but how can you make sure that the pelvis isn’t selected as root? I don’t see this option when downloading a character or animation (there’s only format/skin/fps/keyframe reduction)
Okay! It looks like you can’t do it that way, I’m not seeing it either. I must be misremembering that you could get them that way.
You will need to use Blender or Maya to add another bone and make that the root!
Here’s a tutorial on how to do it in Blender
Disclaimer: This link is not affiliated with Unreal Engine, Epic Games, or their partners.
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