Mixamo and root motion

I recently noticed that Mixamo does not have z-axis in root motion for animations like climbing and jumping. This is apparently (as i’ve read) due to the way they procedually generate the root joint for export to unreal engine. Problem is that in that process they also generate rotations onto the root joint, effectively making the root motion in unreal a pain.

So after trying for the last two days to figure out a way to work around this, i thought… since Mixamo and several other softwares like ipisoft motion capture does not have a dedicated root joint, but use the hip as root joint. Is it not possible to get this somehow built into unreal engine? Or atleast make it possible to select which joint to look at for root motion?

In the meantime i was wondering if it would be possible to hack it in a kinda of a way by using the node Move Component on the Capsule driven off the world location of Hip? Since each update of the Capsule would affect the location in turn of the Hip, this would screw it up, unless we make an invisible copy of the mesh with the same animation playing… I haven’t tried if this was possible, but has someone thought of this and tried it out? Is it possible?

Hi aloneball,

While I do not have an answer to the hack you have suggested, I have entered a feature request to add or designate a custom root bone to ease retargeting root motion animations between Third party animations and Epic’s: JIRA [UE-24285] Should this feature be added in a future release of the engine, we will update this post to let you know.

Thanks for the feedback,

.

That sounds really great. Thanks.

In the meantime i figured out a workflow to get around it with some manual work. See my video of it here:

Thanks for posting your workaround!

Mixamo no longer supports fbx for UE4, and if you have a problems with root joint use converter: GitHub - enziop/mixamo_converter: Blender addon for converting mixamo animations to Unreal 4 rootmotion