# How to Combine Two Animations with Different Y Locations

I know how to splice together animations if they both start/end on the same point. But this is a little different.

Animation A - Starts at Y 0m, and ends at around Y 2m (this isn't reflected in the Transform tab)

Animation B - Starts and ends at Y 0m

I spliced the animations together, and tried moving Animation B forward to Y 2m where it needs to be using the Transform tab, but it moved Animation A forward as well, which I don't want.

I then loaded up Animation B by itself and moved it forward to Y 2m and saved it. I then tried to combine it with Animation A again, but it once again moved Animation A forward.

How can I get Animation B on Y 2m without pushing Animation A forward so that A and B merge like they're supposed to?

• are you talking about an armature with bones? Commented May 17, 2020 at 5:54
• Yep. That is correct. Commented May 18, 2020 at 10:44

Let say you want animation A to go from point Y = 0 to Y = 1 from frame 0 to 19, and animation B to stay at point Y = 1 from frame 20 to 40.

• You could parent your object to an empty that will stay still from 0 to 19, then at frame 20 move at Y = 1.

• If you're talking about an armature, in Object mode, you could keyframe the object at frame 0 and 19, then at frame 20, keyframe it at Y = 1 so that it corrects the animation B location.

• Again for an armature move animation B's root's location (+ 1 to Y location) or its bones locations (in the Graph Editor select the Y location curve and give it +1).

• And you could do it with the Delta Transform values:

Open the Properties panel > Object > Transform > Delta Transform > Delta Location. You will tweak these values in order to change the object's 0 global location.

At frame 0 create a keyframe with X/Y/Z = 0/0/0. Duplicate this keyframe and put it at frame 19.

At frame 20 create a keyframe with X/Y/Z = 0/1/0.

When your object will arrive at frame 20, animation B begins and it should come back to 0, but the Delta Transform forces it to go to Y = 1. Therefore you won't see the object jump back to 0.

You can fix your particular case with the root's position. As you didn't change its position it would still make your armature position move whatever you do, so:

• First your armature and animation are super messy, but let's ignore this. Find your root bone, you can find it in the Outliner, it's called b_C_Base, select it in the Outliner, switch your armature to Edit mode:

• It's a very small bone so you can't see it, scale it. Now switch to Pose mode. You can see its position on the Z armature local position at frame 90, copy it.

• Go to frame 116, when the animation is supposed to stop, you can see that the bone is set to back to its 0 position.

• Paste the Z position you've copied, it will move the whole armature to the good position. Create a keyframe with i, it works.

• Thank you for your help. This worked with the cube as you instructed. But with my animations the second one still pushes the first one forward no matter what I try. Commented May 18, 2020 at 10:46
• maybe share your file or a file with a similar situation: blend-exchange.giantcowfilms.com Commented May 18, 2020 at 11:00
• It probably wouldn't be a good idea for me to upload it onto blend-exchange, but I can give you a MediaFire link to the zip folder I shared with a fellow on Upwork if you want to take a look at everything. I'm not sure he really understands what I need him to do, maybe you'd have better luck. The link is: mediafire.com/file/srq743vdzu7541v/Animation_Folder.zip/file Commented May 22, 2020 at 2:31
• Ok check my answer, actually you didn't really tried what I said, you need to fix the root bone (third point of my initial answer) :) Commented May 22, 2020 at 6:02
• Okay I got it now. Thank you. You've been a big help. :) Commented May 23, 2020 at 4:55