blender root motion ue4 - Unreal + Blender 3.0 Tutorial/root bone/ keep animations in place

Another Important Setting:
a) Setting scales to centimeters in the Blender with unit 0.01
b) Applying transform (CTRL + A) in object mode for both Object and Armature.
Rename & Select are the Key Points.
How to Export Rootmotion from Blender to UE/root bone/ keep animations in place.

Пікірлер: 41

  • @JordanCran
    @JordanCran4 ай бұрын

    Thanks so much, this fixed this problem on my Unreal 5.2 project. I found through trial and error that not all of the fixes were needed, at least in my case. I had to name the armature object and armature modifier as "Armature", and had to select only the root bone, mesh, and the animations, and export with the "Selected only" option. I didn't need to name the root bone "Root". In Unreal, the animations looked broken, the model was incredibly tiny. Ticking "Enable Root Motion" immediately solved this, and I found if I don't want root motion, I can tick "Force Root Lock" which will fix the broken animations but leave root motion off.

  • @user-kp2qz1yx2j
    @user-kp2qz1yx2j5 ай бұрын

    Big thanks to you, Sir! you are so cool

  • @MomongaMH
    @MomongaMH4 ай бұрын

    Thank you for making this video, it didn't fix my problem directly but it was a great help. For most people this should just work, but sometimes it can mess up the animation direction if you change the name.

  • @edgardsimon983
    @edgardsimon9835 ай бұрын

    best video to fix root motion animation from blender

  • @edgardsimon983
    @edgardsimon9835 ай бұрын

    realy the best its simple but most import thing to respect name thing glad u did that

  • @cgcatz1008
    @cgcatz10082 жыл бұрын

    "Imported Bone transform is different from original. Please check output Log to see detail of error" Henrique Sales 讲师 Hi all, Here's what worked for me (Working in Blender): a) Setting scales to centimeters in blender with unit 0.01 b) Applying transform (CTRL + A) in object mode for both Object and Armature. c) Changing name of armature from "Armature" to to any other name

  • @Rac1st4BolsoO
    @Rac1st4BolsoO7 ай бұрын

    Thank you man, you are so cool

  • @Pjty1
    @Pjty1 Жыл бұрын

    Big thanks to you, Sir!

  • @UDCMaximus
    @UDCMaximus2 жыл бұрын

    Man You Are a legend you saved me thank you so much ,, and i liked the way you explain things thanks again friend

  • @cgcatz1008

    @cgcatz1008

    2 жыл бұрын

    so glad to help you

  • @mellstardust2782
    @mellstardust27822 жыл бұрын

    Thanks man for making this video, I really appreciate you making this video and explaning it, Blender should be smarter about this, hope they fix this inconvenient problem in later update.

  • @cgcatz1008

    @cgcatz1008

    2 жыл бұрын

    so glad to help you

  • @Boky505
    @Boky505 Жыл бұрын

    Another solution that worked for me is to rename the armature to "root", and animate the armature object. Importing it like that has UE4 recognize it as root motion.

  • @DustinBiser

    @DustinBiser

    2 ай бұрын

    That's a pain to have to animate the armature object separate from the bones. But indeed it is a solution, just not ideal as you'll need an armature animation track separate from the bone tracks.

  • @cgcatz1008
    @cgcatz10082 жыл бұрын

    Another Important Setting: a) Setting scales to centimeters in the Blender with unit 0.01 b) Applying transform (CTRL + A) in object mode for both Object and Armature.

  • @philipsloth6600
    @philipsloth6600 Жыл бұрын

    And remember to "apply all tranforms on your amature and 3D model, before exporting. i had a issue where it bend my meshes and wasnt correct.

  • @tosfriendly
    @tosfriendly9 ай бұрын

    when i apply scale my model explodes. The amature or rig to be more precise.

  • @boundlessunrealengine9467
    @boundlessunrealengine94674 ай бұрын

    Hi. When I do root animation, the character does not move along the Z axis. What could be the problem? The skeleton is custom. I do animation in blender 3.5. or UE5, the result is the same. The root movement is triggered on the X and Y axes, but not on the Z axis.

  • @cgcatz1008

    @cgcatz1008

    4 ай бұрын

    Does the z axis move in blender?

  • @boundlessunrealengine9467

    @boundlessunrealengine9467

    4 ай бұрын

    @@cgcatz1008 Yes

  • @boundlessunrealengine9467

    @boundlessunrealengine9467

    4 ай бұрын

    @@cgcatz1008 Yes of course.

  • @cgcatz1008

    @cgcatz1008

    3 ай бұрын

    try not to make Rootbone move on the Z axis, Make the Rootbone move like a shadow on the ground@@boundlessunrealengine9467

  • @smcfadden1992
    @smcfadden19924 ай бұрын

    so my character i put through mixamo into unreal doesnt have a root bone, the first bone on my list is hips can i rename hips to root?

  • @cgcatz1008

    @cgcatz1008

    4 ай бұрын

    No , don't do that. you need add a new bone witch is parent of hip as rootbone , and the new bone is top level. if you just rename , your character will fall into ground

  • @smcfadden1992

    @smcfadden1992

    4 ай бұрын

    @@cgcatz1008 can i add the bone in unreal or do i have to go back to blender

  • @cgcatz1008

    @cgcatz1008

    4 ай бұрын

    @@smcfadden1992 you have to go back to blender

  • @smcfadden1992

    @smcfadden1992

    4 ай бұрын

    @@cgcatz1008 so i should just make my own skeleton in blender? And then can i still use Mixamo? I appreciate your response

  • @cgcatz1008

    @cgcatz1008

    4 ай бұрын

    @@smcfadden1992 no,if you want get animation from mixamo,you have to use mixamo skeleton.there are two way add a root bone. 1、add a new root bone after download mixamo in blender,or you can find out a addon for blender which named“mixamo blender root motion addon” from Google,then export as this video 2、just import mixamo animation without root to unreal,then use “ik retarget”tool the tool in unreal, retarget this animation to any human skeleton whatever it has“root”,but dont forget make rootbones location copy data from hips. i prefer 2,but it is hard to explain,you can search “unreal ik retarget” in KZread.

  • @devryu9280
    @devryu92805 ай бұрын

    “Multiple roots are found in the bone hierarchy” i can't named armature as "armature"

  • @cgcatz1008

    @cgcatz1008

    4 ай бұрын

    Rename "armature" is not the key point, the key point is “The entire object itself is its own root bone”

  • @MancerNecro
    @MancerNecroАй бұрын

    好明显的中国口音啊大佬哈哈

  • @Bld-xw4oh
    @Bld-xw4oh2 жыл бұрын

    That's freakin bullshit , first off , I got my Root bone renamed Root, and I made root bone as it has to be or IDENK, so It doesnt work, dislkike , sorre

  • @cgcatz1008

    @cgcatz1008

    2 жыл бұрын

    sorry about it. have you rename “armature” in two different steps?it is also necessary

  • @Bld-xw4oh

    @Bld-xw4oh

    2 жыл бұрын

    @@cgcatz1008 Yes I did

  • @Bld-xw4oh

    @Bld-xw4oh

    2 жыл бұрын

    @@cgcatz1008 Im using Unreal Engien 5

  • @Bld-xw4oh

    @Bld-xw4oh

    2 жыл бұрын

    @@cgcatz1008 It is armature

  • @cgcatz1008

    @cgcatz1008

    2 жыл бұрын

    @@Bld-xw4oh i find more setting from other one. you can check it. "Imported Bone transform is different from original. Please check output Log to see detail of error" Henrique Sales: Hi all, Here's what worked for me (Working in Blender): a) Setting scales to centimeters in blender with unit 0.01 b) Applying transform (CTRL + A) in object mode for both Object and Armature. c) Changing name of armature from "Armature" to to any other name