Hi! I’ve been struggling for the past few days trying to get to the bottom of this glitch that keeps happening.
I have a metahuman skeleton that I’m animating with their control rig in a sequencer. Everything looks and works as it should:
However, when I render it some of the bones take on a strange offset, in particular the arms hands & head are enlarged:
When returning to the sequencer after playing it the model will often maintain this weird morphed state until I manually adjust the transform of the actor and it all snaps back to how it should look.
I’m new to Unreal so I have no idea what could be causing this. I double-checked the keyframes of every bone to make sure there wasn’t a parent somewhere causing it, I checked all the relevant blueprints to make sure there was nothing going on there, I’ve tried different meshes, I’ve even tried copying the keyframes to a different skeleton. I’ve turned off all the physics & collisions. Nothing I’ve tried works! Very occasionally it will render the animation correctly, but it’s very unreliable. Most of the time this weird morphing happens and I have no idea at all what could be causing it.
Any help or suggestions would be much appreciated!! Thank you