Override retargetted animation

Hey All

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?

I have the same question. Is there no way to do this?
I want the option to ignore retargeting for overriden animations where I can use animation made specifically for that character’s proportions by animating in the rig that already has the character’s proportions and exported to unreal.

yeah I figured it out after a while on my own. In the retarget manager you have to setup your characters as retarget sources, then tag the individual animation with the correct retarget source based on the mesh / rig / proportions it was animated on. it’ll then adjust accordingly