now that the 4.6 Preview is available I decided to give Anim Retargetting another try,
the 4.6 Preview successfully fixed -[this]- crash, even if the Target Window still displays an empty grid. but I can live with that.
now after trying for a bit I can’t for the life of me set it up in a way to work with a standard 3dsmax biped. the number of bones and placement is quite similar, but it turns out the differences in the skeleton hierarchy are probably much more of a problem than I expected.
this is how it looks like:
I will list my problems here.
(1). the most obvious problem is the arms.
the probable cause:
In the HeroTPP skeleton the Twist Bones are children of the bones they are meant to twist. for example upperarm_twist_01_r is a child of upperarm_r.
However in the Biped Skeleton R-UpperArmTwist is a child of R-Clavicle, just as R-UpperArm is also a child of R-Clavicle. as such, they are “brothers” in the hierarchy.
is such a difference just not supported? I tried changing the Retargetting pose for the arms and nothing I did made a difference.
an additional burden: as you might or might now know, Biped is very rigid in some aspects. Most notably, it doesn’t allow modifications to the bone hierarchy, which means I cannot modify my skeleton’s hierarchy to match the one in the HeroTPP skeleton.
(2). the upper back and neck.
while not as evident from the previous view, here’s what it looks like:
it would seem that adjusting the Retargetting Pose would fix it, but it really made no difference.
in fact no matter what I do with the Retargetting Pose seems to make any difference whatsoever. I even tried making my Retargetting Pose like this:
guess what the result was… yes, the exact same result as in the very first picture. not the slightest difference in the torso, nor any differences between the Left and Right arm and leg.
(3). because of what I describe above about the Retargetting Pose not affecting anything, I cannot do anything to even try to fix the feet, toes, or the torso/pelvis.
(4). I also get -[this]- problem.
once again this makes me sad. this feature was introduced in 4.4 and now we’re (almost) in 4.6 and I still cannot use it in a way that yields any positive results.
I cannot leave Biped behind because I have over 115 animations made for my Biped rig and I don’t want to be forced to choose between my own animations and the possibility to buy and use new ones from the Marketplace.
so please could it be made possible to use one of the industry standard tools for animation (Biped) in conjunction with the one Skeleton setup that is and will be used for every single asset in the UE4 marketplace?