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Changing default/reference pose from another mesh

Hi All, In my project I have retargeted the animations from the 'Animation Starter Pack' so they can be used with the characters from the 'Infiltrator Demo' and I have managed to get there but I feel like I have missed a trick.

I noticed there is a Skeletal Mesh 'SK_Infil1_Proto' that is in the exact pose I need to perform the retargeting. If I use it for retargeting everything is perfect and it needs no tweeking. However the other skeletal meshes that use that skeleton are still a mess.

I found that if I take the mesh that I want to use for the animation and change the reference pose to match the 'SK_Infil1_Proto' pose the animations then work correctly however I cannot seem to find a decent way of doing this.

Copying and pasting bone by bone gets most of the way there but is very laborious and sometimes it doesn't seem to paste and I then have to manually type in the correct values. Also when typing in the correct values they keep changing.

So my questions are

  1. Is there a 'better' way to change the default/reference pose of one skeletal mesh to match another using the same skeleton.

  2. Why when I manually input rotation values does it change both the value I input and also other rotation values to a different, although fairly close, value

Thank you for any assistance you can provide.

Clarity

Product Version: UE 4.17
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asked Aug 29 '17 at 03:47 AM in Using UE4

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clarity666
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