How to use Paragon character with Mannequin skeleton
I'd like to use some of the humanoid characters from the Paragon assets with the Epic Mannequin skeleton. I've tried selecting the skeletal mesh and using Assign Skeleton, but I get a "Failed to merge bones to Skeleton" error. I want to maintain a common humanoid skeleton for all characters in my project so I they can all use a common Anim Blueprint or children thereof.
asked Apr 25 '18 at 05:18 PM in Everything Else
I know that you can get the paragon animations to work on the mannequin or get the mannequin animations to work on the paragon asset, but assigning the paragon mesh to the mannequin skeleton cannot be done because the bone hierarchy is different.
First you need to make sure both skeletons are using the same retarget rig, and are in the same base pose. Paragon assets come with a "Paragon_Proto_Retarget" rig already made that you can use, or you can setup your own by right clicking a skeleton -> create -> rig.
To assign a rig, open both paragon and mannequin skeletons -> window -> retarget manager. You will see a place to select a rig. (Paragon skeleton should already have it selected). Select it for the mannequin and click "AutoMap" then ,make sure all the source and target bone match up. (It's okay if some targets are empty, or named differently as long as they represent the same bone). This is also the place to make sure the base poses are the same. (By default they should be). At the bottom of the retarget manager you will see two buttons to view and modify the base pose. Save everything.
Now you need to right click on a paragon skeleton and click retarget to another skeleton. Because both skeletons have the same rig, you should see the option to select the mannequin skeleton. This will make all the paragon animation assets work with the mannequin, or you can right click the mannequin skeleton and retarget all its animations so that the paragon skeleton can use them.
(These poses could match a little bit better by adjusting the mannequin skeletons shoulders rotation so his arms are closer into his body, then setting his new base pose inside the retarget managers -> modify pose -> use current pose.) If your base poses are to different then the animation data will not transfer over cleanly and you will have some weird distorted animations.
I know it may not be the exact solution you are looking for but its really the only option available, at least that I know of.
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