# How to offset root position of an animation?

I have a mocap animation that i want to blend into my Idle pose at both of the ends. The problem is, this animation has its root (Hips bone in this case) in different position, lower, to be exact:

Here is what happens when it blends between Idle position:

How to offset position of this mocap animation, so it would not sink into the ground? The Hips bone needs to be lifted up, but i don't know how to offset it with whole animation. Here is my .blend file with this scene: http://www.pasteall.org/blend/36228

• You will have to adjust the location manually, and the reason why it is difficult to fix that is because the root bone is not aligned with the Z axis in rest position. – Denis May 25 '15 at 16:54
• I understand, I don't have to align it 100% precisely, i just need to move whole animation above the floor - for example, something like: Offset armature position from action "1HCiecieWDolZObrotu" +100 cm on Z axis. It seems very simple, but i can't figure out how to do it. – Good Samaritan May 25 '15 at 17:20
• Its not that simple, because of the origin bone rotation, adjustment on one z axis will change X and Y too. – Denis May 25 '15 at 17:38

In your mocap animation, Make sure your active action is set to the mocap action, either by selecting it in the dope sheet - action editor mode, or in the NLA editor, select the strip and hit tab to turn it green (this is known as tweak mode).
Change into the graph editor, and select the hip bone. Hide and lock all but the z-location channel. Select all channels (a key) which should only select the z-location and "grab" (by pressing the g key) the channels in the positive "y" aka up direction (constrain to up-down motion by pressing y after g) and adjust its z direction for all key-frames to one that lines up with the ground plane.