this is my first time posting a question on online forums. I am relatively new to blender and have been working on an attack animation for the past few days. I've been using the Mr. Mannequin add-on to streamline the process of importing the animation to unreal engine 5, however, I've run into a problem near the end of the animation.
When I've copy pasted my first key-frame (which is basically the 'default fighting stance'), to the very end of the animation, my mesh deforms really weirdly in between the 2 last key frames. Here's a gif of what it looks like.
From scouring the internet in the last few days, I think the problem stems from the way Quaternions and Euler's are calculated in blender. However, I haven't found a way to the fix the problem.
Any helpful tips or just an explanation on what to do will really help.
You can find my project at Paste all here
Thanks in advance, Silver
EDIT 1: Here's my new file moonboots: https://pasteall.org/blend/006ee94f23f44211856d65cb010e240b
EDIT 2: Hey guys, I've managed to fix my animation by just brute forcing it and adding keyframes in between the 2 problem frames and I'm pretty happy on how it's looking right now: here's my improved animation.
There are a few areas I'd like a bit of advice on though:
While all the other bones look good, the left leg still seems a bit jittery on the last segment.
If you look closely at the part where the kick happens, right after when the legs are beginning to retract, the entire mesh seems to have moved backwards on the y-axis. I don't know how and when this happened but I was wondering if there was a way to move this and all subsequent keyframes along the y-axis a certain distance at the same time.
Finally I was wondering how to speed up the entire animation as a whole.
Thanks a lot in advance, Silver.
Final Edit: Hey guys, I've been working on the animation for the last couple of days and I think I've finally done it:
Thanks to everyone who helped me, Silver.