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as you can see the root of the skeleton tree is the 'Hips' joint/bone. Animations use this bone for both translations and rotations, breaking the way UE4 works. Unreal Engine expects the root of the skeleton to be at the local origin and all of the bones/joints weighted to vertices come below it.
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as you can see the root of the skeleton tree is the 'Hips' joint/bone. Animations use this bone for both translations and rotations, breaking the way UE4 works. Unreal Engine expects the root of the skeleton to be at the local origin and all of the other bones/joints (weighted to vertices) below it.
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So our first ste will be building a new skeleton with this specific configuration.
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So our first step will be building a new skeleton with this specific configuration.
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## Step 2: generating a new skeleton
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Open your favourite python editor (or the embedded one) and create the /Game/Scripts/mixamo.py file:
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```python
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import unreal_engine as ue
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from unreal_engine.classes import SkeletalMesh, Skeleton
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from unreal_engine import FTransform
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classDialogException(Exception):
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"""
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Handy exception class for spawning a message dialog on error
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"""
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def__init__(self, message):
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ue.message_dialog_open(0, message)
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classRootMotionFixer:
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defadd_root_to_skeleton(self, mesh, bone='root'):
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# retrieve the mesh path, so we can give the user a handy default for the file picker
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