Advanced Locomotion System V3

Actually this method will only retarget about 90% of the sequences, blendspaces etc, but will miss a few which must be tracked down in the retargeted animbp and manually retarget then replace them in the appropriate nodes. For instance, equations that do comparisons will not retarget the anim sequences, and will attempt to do the compare against the old sequences for mannequin skeleton which obviously will fail. “Montage is active”, most functions and macros are all will remain to hold to the old sequences which better to be looked for around and manually change them. The best method so far (for me) is to do a Ctrl+F in the animbp and search for the word “Mannequin” which should reveal most (if not all) the missing pieces. You better to place your retargeted anim sequences to a separate folder to be easy to recognize the wrong associations that still points to the ones from the /Mannequin folder.

There also are variables both in the CharacterBP and AnimBP with names that point to pelvis bone (which may or may not exists in your new skeleton), that should be reviewed first, as well as anim sequnces and montages that still point to the old skeleton which, again you must retarget then replace manually.

The blueprint in Game/Blueprints called “TurnInPlace_AnimNotifyState” will attempt to cast the anim bp to the old, which will break the turn in place until you replace the cast nodes to cast for your new animbp.

After all this most features should actually work very well.

Like what? My custom skeleton have “broken” arms and legs, but it is unlikely that the physics asset would be faulty, since it only looks odd once i use the ragdoll feature of ALS. In editor and the scene i have added the mesh and the physics simulation looks ok, which suggest that it should work but i get the odd results with als’ ragdoll for some reason. Found no explanation so far.