I used an identical process to import the character and retarget the animation.
I realize that a manual retarget will resolve, but it is definitely worth reporting, and wondering if anyone else is experiencing this.
I assume something has changed with the actual bone structure in the Metahumans (not likely), or the automatic retargetting feature in 5.6 is unfinished or changed.
Even if you export the third-person SK mannequin from 5.6 to reimport it under a different name and then try retargeting on the SK mannequin, thus using the same names on both sides, it wonât work. Youâll get this error message: âIK Retargeter bone chain, Root, was unable to be normalized. Chain too short.â
I tried this after cloning a project and found that all my animations were broken, since even those that had been retargeted on a previous version will be broken again at the hand level.
Itâs currently not possible to use these functions, at least I havenât found them yet; I think weâll have to wait for a patch.
I was able to retarget Rokoko mocap animations to the Metahuman 2.0 character skeletal mesh in 5.6 without issue (besides the usual clean-up etc.). Need to test again with Mixamo animations though.
I also didnât get retargeting on the same skeleton with different skeletal meshes (pelvic height is different). What helped me was that in the new settings I first added standard Ops and then removed Root and IK. After that, everything started working fine. I also set up Translation Offset in Pelvis.
For my animations it was the new ue5.6 manny skeleton if i choose the older mannequins (the silver ones) it worked. So by assigning skeletons i was succesfull
I tried all the above and what worked better for me was going back to 5.5 do the retarget there and then migrate to 5.6 otherwise you put the first animation you see that is âworking fineâ but if you do a right click to check show skeleton, the skeleton are not moving, so you are not gonna be able to do a bone match, or you will but the animation is not gonna work