A while ago, I rigged my “Arms” mesh to the ue4 Skeleton (same number of bones/ same layout/name convention). After that I created my animations using that mesh. In unreal I imported the mannequin and assigned my skeleton. Seeing that the bind pose looked right for both my mesh and the unreal mannequin, I didn’t think there will be any problems when switching the mesh.
The problem I have now is this: The “arms” mesh can’t play default mannequin animations( ex: third person running) and the Mannequin can’t play the arms animations without heavy distortion.
I’m thinking that the problem is the way I rigged it, since the bind poses of my arms/ unreal skeleton are different because I modified the location and also the rotation / orientation of the joints. I didn’t know much about rigging when I did this, so the axis don’t match.
I tried:
- changing the retargeting options for the bones, but no option fixed this;
- reimporting the animations to the default skeleton, but I got the same result;
- modifying the arms rig to match the default orientation of joints, this resulted in my animations looking distorted on both meshes.
Does anyone know a way to fix this that doesn’t involve redoing the animations?