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Animation Retargeting failed w/ Blender|ManuelBastioniLAB Skeletal mesh

So i have a skeletal mesh of a humanoid character i exported after creating it with the ManuelBastionLAB addon for blender. I tried skeleton retargeting to get my character going with the Unreal Engine 4 AnimStarterPack and all goes fine up until i try to Retarget an animation. When i do this happens. alt text

At one point i did get the "Approx Size" to tone down to around 5000x etc. (which is bad) but i never got the animations to work properly. It always scales my characters to heavens and above for some reason. I had the same problem with APEX cloth a while back and i hope that i won't be stuck on this as long as back then.

Product Version: UE 4.13
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asked Sep 26 '16 at 08:21 AM in Using UE4

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Brains On Deck
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Hello please watch my video listed below. The problem is your bone scaling. I've had this many times before and in the video I cover how to fix it.

https://m.youtube.com/watch?v=DKfOaIXCN90

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answered Nov 24 '16 at 09:51 AM

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Paul Swartz
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avatar image Brains On Deck Feb 20 '17 at 07:54 PM

Been away from the forum for quite a while, sorry about that. I followed your instructions and it did fix it somewhat, apart from the fingers being horribly twisted, which happens (probably) due to there being 4 finger bones on the MBLab skeletons and UE_Mannequin having only 3. I finally somewhat fixed it (not really, i only escaped the problem) by exporting straight from MakeHuman and downloading a T-Pose for the Mannequin. That imported it (almost right) I did fix an issue with clavicles being far too widely apart via your method. So thank you.

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