Start at Origin
Some takes begin with the root already shifted away from (0,0,0) - the
classic causes being a trim that cut into mid-travel, or a
capture that didn't start on the mark. Start at Origin shifts the whole take
by one constant correction so the root's first frame sits exactly at the
origin. Output suffix: *_AtOrigin.
The motion itself is untouched - every root key gets the same offset, so travel, timing, and pose are identical; only where the take starts changes.
Options
| Option | Meaning |
|---|---|
| Current Start | Where the root starts right now - X/Y/Z and yaw (read-only) |
| Zero Height | Also zero the starting Z; off (default) keeps the take's own elevation |
| Zero Yaw | Also rotate the take around its start so it begins facing yaw 0 |
| Create New Asset | New *_AtOrigin copy (default) or in-place rewrite |
Root motion takes only
The correction is applied to the root bone. On a raw take whose travel still lives on the pelvis (root pinned at origin), there is nothing to re-zero - run a root motion output first (its own Start at Origin setting handles this during processing).
Scripting:
ok, err = unreal.TakeForgeLibrary.rezero_to_origin(seq, zero_height=False, zero_yaw=True)