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Root Motion isn't processed entirely in blending 2 states

Hello i have a Idle and Turn Left and Right 90º with root motion. I've set up my animation blueprint to transition from Idle State to Turn Left or Turn Right State. My problem is that i have a BlendSettings Duration of 0.2 Cubic and when i transition from Idle to a Turn state the root motion isn't processed entirely and my character only turns 85º. If i set the Duration to 0.0 the character turns 89.99º, but obviously i get a pop on the animation. How can i fix this?

Product Version: UE 4.8
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asked Aug 07 '15 at 09:43 PM in Using UE4

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avatar image sranck Aug 23 '15 at 01:46 AM

I'm having the same problem. Have you found a solution?

avatar image xlar8or Aug 23 '15 at 01:54 PM

Not at the moment :S

avatar image rj_flashbak Sep 28 '15 at 01:40 PM

You can set custom transition blend, set transition time to be > 0.f, and transition rule should be set to allow fully play your turning animations.

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When blending Idle (0 degrees) with a Rotate 90 degrees animation (with a blend duration of 0.2), you end up with an almost 90 degree rotation of your character. It seems like root motion is added incrementally from the previous frame of animation, rather than set to whatever value the animation has in relation to the orientation of the character when the animation began.

A fix that worked for me was to move the root animation rotation keyframe a bit into the animation so that the rotation of the root did not happen until the blend was complete. So in my case I had a turn 90 degrees animation at 30 fps, where I moved the first rotation keyframe to frame 7. I then used a blend duration of 0.2 (equal to six frames of animation at 30 fps).

Since my character is connected to the root I only moved the rotation keyframe and not the translation, so that the collision capsule wouldn't drift too far from the skeletal mesh.

I hope this helps.

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answered Oct 26 '16 at 08:52 AM

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