I’m curios why you rotate your root bone on the 4.8 mannequin.
The skeletal mesh has 0 rotation and the animations have the root at 90 on X.
This creates confusion when working with animations and trying to blend together animations that was created.
It also makes it almost impossible to use the skeletal mesh of the mannequin as the skeletal mesh has 0 rotation and the animations have 90 as stated. When blending this then creates a wobble as the root readjusts itself from 0 to 90.
I noticed that the animations in the Animation Starter pack does not have this 90 degree rotation making blending with those animations 100%.
But the Mannequin that ships with 4.8.1 has the rotation which is causing some serious issues when using animations that cships with it. For example Third Person idle and in fact every Third Person Standard animation.
If you guys could fix this, it would be really awesome.
Its not a train smash as i am planning on creating my own animations. But it would be cool when prototyping to have this issue sorted. Or to include the standard animations in the Animation Starter pack.