5.6 Animation Retargeting Bug

I use Mixamo animations to test and demo retargetting.

When retargetting an animation to a Metahuman in 5.6, I am getting very different results than in 5.5. Attaching image.

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.

For now, retargeting is broken on 5.6.

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 won’t work. You’ll get this error message: “IK Retargeter bone chain, Root, was unable to be normalized. Chain too short.”

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.

It’s currently not possible to use these functions, at least I haven’t found them yet; I think we’ll have to wait for a patch.

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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.

Successfully retargetted Mixamo animation sequence to MetaHuman 2.0 character. Might be a band aid solution, but it’s pretty clean and simple:

  • Import Mixamo animation WITHOUT selecting a skeleton in import dialogue
  • Note a Skeleton asset was imported
  • Open the MH 2.0 character BP, select body, open character Skeletal Mesh (‘SKM_Character Name_BodyMesh’)
  • Open Skeleton (‘metahuman base skel’)
  • Add the Mixamo imported skeleton to the list of compatible skeletons
  • Save everything
  • Right-click on imported Mixamo Animation Sequence > Retarget Animation
  • Select character Skeletal Mesh (‘SKM_Character Name_BodyMesh’) as target
  • Select animation, choose path, export animation…

Give it a shot…

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I’ve noticed this bug in UEFN too. Hopefully they fix it, as even the default mannequin retargeted to himself won’t work.

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This worked for me, my 5.6 Metahuman can use Mixamo animations again, thank you Emerging

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Does EPIC know about this bug, and is there a plan to fix it anytime soon?