How to assign a skeleton with missing bones?
I want to put the Adam mesh on the top down skeleton. I can retarget the animations and all of that will work. But when I try to apply the mesh it says bones are missing and that if I continue it will mess up the animations. Which it did. So when you use the "assign skeleton" when clicking on a mesh how do you get it to recognize the bones that are missing. Thank you......
asked Aug 30 '15 at 02:05 AM in Using UE4
Okay, I was able to acheive the above by simply ignoring the missing bones and fusing the two skeletons together. While it works in the preview, it does not work with animations like I thougtht it did. In any event, starting with your initial question: "When you use the "assign skeleton" when clicking on a mesh how do you get it to recognize the bones that are missing?"
The bones need to have the same name. Notice the Mannequin "Head" is not missing because it has the same name as a bone from the Adam skeleton. If you try to assign other Mixamo skeletons, they will be only missing a few bones.
However, you do NOT want to retarget this way. For instance, if you assigning "Maw's" skeleton to Adam it will result in Adam deforming to fit Maw's frame. Instead you can retarget Adam's entire Animblueprint to the Top down blueprint and this will result in Adam being able to perform all of his native animations PLUS the top down animations as shown in the picture below. (To achieve this however, it is important you do not set a root bone on both Adam or the Mannequin when setting the bones to the humanoid rig.)
answered Oct 07 '15 at 08:14 PM
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