I am attempting to import an animation and a skeletal mesh from animmade marketplace into Unreal Engine. The animation works perfectly fine when imported into Blender.
However, after importing it into Unreal Engine, it appears completely chaotic.
When I retarget this animation to another skeletal mesh within Unreal Engine, the result is less chaotic than with the original skeletal mesh, but it still looks incorrect.
I suspect the main issue stems from the skeleton of the original character being significantly smaller than the mesh itself.
I have limited experience working with animations, so I may be missing something important during the import process.
If anyone has insights or tips on how to address this problem, I’d greatly appreciate your guidance!
Unreal requires a root bone to be at the base of the mesh this bone needs to then hook up to the pelvis. The skeleton needs to be what is called a single hierarchy. Meaning all bones need to converge to the single root bone.
A similar scenario was encountered in another thread, and the solution was to implement compatible skeletons in order to compensate the different sizes, as seen here:
Additionally, it would be a good approach to review related UE documentation about retargeting, to make sure all steps were covered in your process: