Override retargetted animation
I'm working on a game with 5 human characters, they can use the same skeleton, share almost all the same animations.
I've done all my animations in maya on "Character 1" and imported all his stuff, skeleton, etc fine.
Used standard retargetting on Character 2-5 (Pelvis set to animation scaled, rest to skeleton) works fine.
I've animated some "bespoke" character 2-5 stuff, I've exported it from each characters own rig in maya since for visualisation reasons, I had to animate with there own meshes.
This means that pelvis scale is applied twice, because my anims have the correct offset and unreal is applying an offset as well.
There must be a workflow that epic have got to use animation across a load of characters but allows for some of them to be bespoke and visualised in maya on the correct rig without some weird hacks / workaround where I have to put the animation back onto Character 1 in maya and go from there?
asked Jan 31 '19 at 02:52 PM in Using UE4
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