Animation Retargeting Crash Video

See the video bellow for repo.

Video Link

For some reason the animations just won’t retarget. This is using the 4.5 stable version. Any advice or tests I could run?

Hi Justin,

Please zip and attach the crash log and dump file for your project after this crash occurs. You can read about where to find that information here:

Thanks!

[link text][1]

Attached. Hope it can help.

Hi Justin.Dooley,

Are you following the tutorial located here:

https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/index.html

…particularly the part about “Retargeting a Base Pose?” It is difficult to tell because there is a skeleton in your video called “Archangel_Tpose” that you are apparently retargeting to. However the video never shows the character in a T-pose like in the tutorial. This would need to be achieved before assigning an animation bound to the T-pose to the character you are retargeting to the T-Pose.

If I’m misunderstanding what’s going on in the video, please provide a description. You can also provide the files themselves and we will see if we can get them to work. Otherwise, it may simply be a bug that needs to be addressed in a future build in which case I will submit an official bug report.

Thanks,

Thanks for supplying your assets. I was able to recreate your issue and have generated a bug report [UE-4827]. As far as resolving this in the short term, I noticed your skeletons’ hierarchies are significantly different. Would it be possible to bind the mesh from the “T-pose” skeletal mesh to the "ArchangelSkel"mesh’s skeleton in the 3D program it was created in?

Well it is. It’s a different rig with fewer bones in it. The idea was to transfer the animations we have on the high bone count mesh to the low bone count mesh.

As it stands we are remaking the animation we where just hoping that this would have saved us significant time in that process.

Sorry for the additional work this is causing you. What you were trying to accomplish should be possible and is being addressed in the aforementioned bug report. If fixed in a future build, a notification will be posted on this thread.

As a side note, could you remove the rig and mesh from the comment just so it’s not publicly available for download.

The attached rig and mesh has been removed. Also, this bug has been fixed and should be working in the 4.6 preview available in the approximately 2 weeks. I was able to confirm the fix works with the rig you sent. Thank you for your input and I hope you’ll be able to use this feature to your advantage in the near future.

Fantastic. Looking forward to it.