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Quick Start

Five minutes from a raw mocap take to a working root-motion clip.

1. Import your take​

Import the mocap animation onto your skeleton as usual (or record directly in engine). Play it in the Animation Editor - with raw mocap you'll typically see the character walk away from the origin while the root bone stays at (0,0,0).

2. Process it​

Right-click the Animation Sequence in the Content Browser → TakeForge → Smoothed Root Motion.

The TakeForge context menu on an Animation Sequence

An options dialog opens, pre-filled with sensible defaults:

  • Pelvis bone - auto-detected (pelvis, hips, …); override for unusual rigs
  • Smoothing strength - how clean the capsule path should be (default: removes hip sway)
  • Start at origin - the clip begins at (0,0)
  • Sync markers / speed curves - added automatically

Click OK. A new asset appears next to the original:

Walk_Take3 <- your original, untouched
Walk_Take3_RootMotionSmooth <- root motion on the root bone, Enable Root Motion set

The notification shows what happened: travel distance, average speed, and how many foot sync markers were placed.

3. Verify​

Open the new asset. In the viewport, enable Character → Root Motion → Loop

  • the character now travels, driven by the root bone. In the Asset Details panel, Enable Root Motion is already checked.

4. Use it in gameplay​

Root motion is consumed either by:

  • playing the clip as a Montage (with root motion enabled), or
  • setting Root Motion Mode → Root Motion from Everything in your Anim Blueprint's class defaults.

The capsule now follows the character exactly along the smoothed path.

5. Need the in-place version too?​

Right-click the same original take → TakeForge → In Place. You get Walk_Take3_InPlace - travel removed, natural sway kept, original speed preserved in the RootMotion_Speed curve, foot markers ready for blendspace sync groups.

Continue with Root Motion Modes for what each output does in detail.