Unreal + Blender Tutorial - How to add root bones / motion or keep animations in place

Hey guys,
Today we are going to roll into the New Year by adding in root motion to our kick animations as well as convert them to stay in place rather than move the mesh on their own.
This will help clean up the crappy roundhouse kick animation we had in place at the end of our last tutorial.
For this tutorial you will want to grab the started project from the links below.
Jolly Monster Studio - jollymonsterstudio.com/2018/12...
Github started project - github.com/jollymonsterstudio...
You can find me on the various social media sites
Twitter - / jolly_monster_
Instagram - / jollymonsterstudio
"Sneaky Snitch" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
creativecommons.org/licenses/b...

Пікірлер: 40

  • @ShoryYTP
    @ShoryYTP3 жыл бұрын

    Hey, since this is literally the ONLY video that explains how to all this root bone stuff works with UE4, i have to thank you a lot. I'm hoping to see an updated 2021 version with the new versions of each program!

  • @katakana-kun2122
    @katakana-kun21224 жыл бұрын

    Oh my god you have no idea how long I've been looking for this. When you showed the process of copying the pelvis anim on the root I felt so stupid. It's one of those things where once someone's told you the answer it seems so obvious. Thank you so much!

  • @bornagainpsycho
    @bornagainpsycho3 жыл бұрын

    Thank you for the very helpful tutorial! I noticed something after copying the hips keyframes to the new root bone keyframes. If you look carefully, you can see the character’s feet slightly moving up and down off the ground as the new animation plays. It’s more obvious once you preview it in the Unreal Editor with EnableRootMotion=true. After messing around a bit, I found a fix: Only copy and paste the X Location and Z Location keyframes from the hips to the new root bone. Do not change the hips Y Location keyframes. Leave the single keyframe on the root bone Y Location at zero. Thanks again for the awesome video. I’m looking forward to watching more from your channel!

  • @JollyMonsterStudio

    @JollyMonsterStudio

    3 жыл бұрын

    Hi Sally. You are completely right that if you don't clean up all the axis as required you will see small artefacts. Great work !

  • @metri0n

    @metri0n

    2 жыл бұрын

    I was working with a flair animation and the character kept floating up and down. This absolutely fixed it. Thank you so much

  • @bornagainpsycho

    @bornagainpsycho

    2 жыл бұрын

    @@metri0n Still glowing from this feedback :D haha super glad to help someone else! Cheers!

  • @realadnoh
    @realadnoh5 жыл бұрын

    Thank you! Really on the point and well explained!

  • @lksolid
    @lksolid5 жыл бұрын

    Absolute savior, thanks dude!

  • @thana3270
    @thana32705 жыл бұрын

    Keep up the c++ tutorials they are great

  • @mohmadarqan7053
    @mohmadarqan7053 Жыл бұрын

    You are the only one who solve my problem after a week of search thank you so much

  • @fourthwind7826
    @fourthwind78263 жыл бұрын

    Thank you very much for this tutorial, hit so many birds with one stone. Without this, I wouldn't have discovered this crucial motion cap addon (which for some reason only exists for blender 2.79 till today), helped with the unreal-blender extra armature root bone problem created after export, helped with root motion using graph vertices and also helped me discover that even if you follow all the process correctly, root motion will not work without using the animation IN a montage. From the ue4 documentation I thought I could use root motion by just playing an animation from the blueprint (even if I set everything else right), Wrong! Haha for those who are like me, save yourself from trouble, put your animation in a montage, then when calling the play animation node from blueprint, select the montage you created. Ahhh.. so much time wasted trying to find solutions :DDD

  • @JollyMonsterStudio

    @JollyMonsterStudio

    3 жыл бұрын

    I also like to kill birds with stones. Glad my services could be of help. Back to the birds.

  • @LastLombax1
    @LastLombax15 жыл бұрын

    Had a problem with a skeleton without the root bone and your method worked! Thank you so much, you're a life saver. Can you explain how it worked?

  • @michaelysmaelfernandez4444
    @michaelysmaelfernandez44443 жыл бұрын

    bro your my savior!

  • @yournamehasbeentaken9752
    @yournamehasbeentaken97524 жыл бұрын

    UE4 and Blender, Perfect

  • @tdk_arkham8860
    @tdk_arkham88602 жыл бұрын

    The Mocap tool Add-on : github.com/zombieCraig/blender_mocap This is a port of the Mocap addon by Benjy Cook that was for the 2.7x version of Blender. It no longer worked with blender 2.8x and above

  • @omegablast2002
    @omegablast20024 жыл бұрын

    I tried this method and everything worked for getting the root bone on the mixamo character however, my character has a very long torso in all the animations now....did i miss something?

  • @Legend64Project
    @Legend64Project2 жыл бұрын

    Okay, so you renamed the armature to root. But how can you then animate the root bone? I can't move the armature and thus can't use it as a root bone now?

  • @JellySkele
    @JellySkele4 жыл бұрын

    Hello, great tutorial. I have one question about exporting the animation as an FBX. I have the later version of Blender (2.8.2 I believe), so the motion capture options shown at 21:13 do not exist as an add-on. I assume this is the cause of my problem as importing an animation (from Mixamo) into UE4 is sideways (my character is on their back when imported) when I edit it. Do you know of any work around or am I doomed to install a previous version of Blender? Looking forward to any response, Thanks.

  • @JellySkele

    @JellySkele

    4 жыл бұрын

    I am an impatient person ahhhhhhh. I installed Blender 2.7.9 and used the add on which fixed my problem.

  • @JollyMonsterStudio

    @JollyMonsterStudio

    4 жыл бұрын

    Excellent I am not sure if the same addon is available in the later versions of Blender. Last time I looked they were not but perhaps I should poke around again.

  • @Restart-Gaming
    @Restart-Gaming3 жыл бұрын

    Question looking like you could help how to I fix a root bone problem I have bought a moose with IP animations and RM animation got ahold of the seller said there was nothing he could do for ue4 but the root motion is there it just stops at the end and go's back to the begin this is what he told me ( Hello! Unfortunately, to work in UE4, you need to redo the animation of the root movement.) I really need this moose to have working RM for my project do you know he means but that? and how would i fix that in blender?

  • @LDT7Y
    @LDT7Y Жыл бұрын

    I already have a root bone, but it's different from the bone I want to use as the root (the foot). The character is supposed to lean forwards and slide back while sitting. Instead they raise their legs. So I'm guessing I need to set the foot bone as the root one, to force it to move the upper body instead of the lower?

  • @Hato1992
    @Hato1992 Жыл бұрын

    Seems like I make some stupid mistake, but can't find anything strange. I downloaded character from maximo and tried to add root bone like you showed in your's video, but it still got snapped even with "enable root bone" selected. And on top of hierarchy or bones is "Character" node. I'm not sure if it's ok and I totally don't know what I'm doing wrong.

  • @valhatv8505
    @valhatv85052 жыл бұрын

    does it work if I don't use the Addon? (I have the last Blender version).

  • @dinosmithjr.3834
    @dinosmithjr.38344 жыл бұрын

    Question, I've been trying to use a Root motion animation where my character jumps up and attacks. When I don't have root motion selected at the end of the animation my customer snaps back. When root motion is selected it preforms the animation correctly but my character doesn't leave the ground. Can someone help?

  • @JollyMonsterStudio

    @JollyMonsterStudio

    4 жыл бұрын

    This sounds like your animation has some issues with it. The root bone should be placed at 0,0,0 from an orientation standpoint and the rest of the skeleton should move away from that position ( normally ). If your animation is missing these qualities it sounds like the skeleton or the mapping or something with it is not right. You would have to export the skeletal mesh to Blender or one of those applications and examine the skeleton configuration but you should get a basic idea of the issue from the Unreal editor bone structures. Regarding the non root motion animation that is the correct behavior. The animation resets back to the original position. If you follow this tutorial I explain how you can prevent that animation from moving by resting it's original position to 0,0,0 which makes it "in place". Then in your game you apply movement logic to your character to simulate the animation. Animation in place of guy climbing a ladder up, we then move character capsule up in time with the animation until we hit the top of the ladder. Root motion would do the work for us. Hope that helps.

  • @dinosmithjr.3834

    @dinosmithjr.3834

    4 жыл бұрын

    @@JollyMonsterStudio Thank you for the quick response. I checking and the position of the root is 0,0,0 which is correct. What I don't understand is when I select process root motion in the animation it works perfectly, however when I actual make the animation into a montage with root motion enabled from the animation my character doesn't leave the ground but performs the animation fine. But I don't see anywhere that would be preventing him from leaving the ground. Is it something in the blueprint that I need to tell my character to leave the ground? I figured root motion would take care of that.

  • @fourthwind7826

    @fourthwind7826

    3 жыл бұрын

    @@dinosmithjr.3834 I don't know if it helps but I too had a similar problem where I set root motion configurations correctly but in unreal the character wasn't following the movement. I was not putting the animation in a montage (this was the problem). It turns out that if you call the play animation from blueprint and select an animation, it won't work (even if you did everything right). You have to instead select the montage from the play animation node. And it worked for me. If I don't use the montage, my animation plays fine but doesn't follow root motion, it stays locked in place.

  • @HumbleMcgregor
    @HumbleMcgregor3 жыл бұрын

    i follow everything exactly as it is but When I copy and paste the keyframe the positioning gets all messed up!?

  • @metri0n

    @metri0n

    2 жыл бұрын

    Only copy the X and Z positions and leave the Y position in place when replacing the hip keyframes with the root keyframes :) just worked for me

  • @mihajlodjordjevic3292
    @mihajlodjordjevic32923 жыл бұрын

    i cant get the animation motion capture tools plug in

  • @dejo2674
    @dejo26743 жыл бұрын

    I had to saw 23 minutes and the option I was looking for was only the "enable root motion"

  • @red4471

    @red4471

    8 ай бұрын

    damn bro if u get this were is it lmfao

  • @snd_fr
    @snd_fr3 жыл бұрын

    does anyone know why my keyframes aren't copying and pasting?

  • @tianjunze1370

    @tianjunze1370

    3 жыл бұрын

    You need to double click.

  • @elegmant
    @elegmant4 жыл бұрын

    At 9:21 I didn`t have MixamoRig...

  • @fredericrubino2753

    @fredericrubino2753

    2 жыл бұрын

    same problem... please, how to create the MixamoRig ???

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