How do I retarget UE4's default character skeleton to my imported character?
I'm having issues exporting a character and then retarget Unreal4's default character's (HeroTPP) skeleton to it. Here's a couple of pictures showing what it currently looks like.
Anyone able to shed some light on this?
We made it work! Basically, we used Idle as our reference pose - which apparently differs from the T-Pose (which I was unaware could be exported). We have no idea how it is different from what we did since our matrixes and joints seem to match up perfectly. Thank you though!
Here's what we did to solve it:
Right click HeroTPP in Unreal4 content browser.
Import into maya and move the joints to the right location
Export to Unreal4
Then follow the steps listed in https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimationRetargeting/index.html
Thank you HosFross.
yes, you need to have the same joint axis. A good way to do this is export the HeroTTP skeletalMesh as an FBX and use that as your basis, or at the very least, use it for reference.
answered May 02 '14 at 01:42 PM
I came across this thread and the answer got me sorted out, thanks! For others' reference, the skeletons made in the Epic ART tool in maya come across just fine, just select the existing skelleton with the mocap data during import skelletalMesh, but update the referencePose.
answered Jun 14 '14 at 01:07 AM
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