Problem - retargeting animations and sockets
Hi everybody, I set animations in my thirdpersoncharacter and blueprint. I put a rifle with 3 sockets (1 rifle_spine, 1 rifle_hand, 1 rifle_bullet). The animations are good with the original TPC manequin. But when I retarget the animations to a MakeHuman mesh, the sockets aren't retargeted properly. Do I have to add the same sockets in my MakeHuman skeleton ? Do I have to set the set values (location, rotation) as for the manequin ? I tried many ways to fix this problem but I can't find how to solve it. Is there anyone who could help me and tell me the different steps I have to follow ?
Thanks in advance.
asked May 31 '17 at 12:13 PM in Everything Else
I had the same problem when retargeting animations from the AnimStarterPack to the ShooterGame skeletons.
My specific problem was that the Source White SkeletalMesh, SK_Mannequin doesnt have a weaponbone, and its IK bones are not attached to the hands or feet. On the other hand, the Target HeroTTP skeletalMesh did had a Weapon bone 'b_RightWeapon ' whose parent was the hand_r bone, from which a socket was added, meaning that the ShooterGame skelmeshes intended weapon's animation and position DO change the weapon socket transform automatically,
However, as the source skeletalmesh SK_Mannequin does not have a 'b_RightWeapon' weaponbone counterpart that behaves in the same way, (its Hand_r bone is parent only to the finger bones, not any of the IK bones) even if you actually retarget the animations from the AnimStarterPack to the HeroTTP correctly, Unreal doesnt have a way to retarget the 'b_RightWeapon ' bone found in HeroTTP_Skeleton from the source SK_Mannequin, because a source bone that acts as the target 'b_RightWeapon' simply doesnt exist.
What I found is that you cannot set a 'socket' as a target in the Retarget Manager.
I found two solutions, you can 'Add virtual bone' in Source TPC_Mannequin from 'Hand_R' to 'index_01_r'; to use as an aproximate reference in the Retarget Advanced options, Or, what I ended doing was just reseting the Socket from the weapon'b_RightWeapon' bone to the Hand_R bone.
Soo, if your source TPC_Mannequin does not have specific socket BONES (bones are different to sockets) that act as sockets from which you create the Unreal SOCKETS, then YES, you should treat the MakeHuman skeletal mesh as a diferent mesh from the Mannequin, and do the sockets once again from the begining, setting its location and rotation; you should not have any problems in your blueprints or code using them if you name them the same.
answered Sep 26 '17 at 06:20 PM
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