Baked animation from control rig doesn't fully match what i made in level sequence

you can see that fingers are off but this is how the pose looks like in level sequence and this is how it looks like when i bake it

Hi @Player_003 sorry to hear that you are running into this problem. I think we can fix this with a simple solution. All you’ll have to do is make use of “additive layers” and reposition the finger rotation. This fix should also apply to other errors that may pop up when retargeting an animation. Here is a post where I go over them. Although the problem in this answer was the orientation of the character, you should still be able to apply the same fix to your problem and bake out a cleaned-up animation, if however, you are still running into problems please let me know and I’ll see how I can help :slight_smile:

Here is the answer I referred to previously:

I’d check the bake process before adding an additive correction layer. If the fingers look correct in the Level Sequence but change after baking, that usually points to a difference between the Control Rig evaluation and the transforms that are actually being written to the animation.

A few things I’d test:

  1. Bake only the affected finger controls first and compare the result. This can help identify whether the problem is coming from a specific control or from the full rig evaluation.

  2. Check the Control Rig’s local/global space settings for the finger controls. A control that looks correct in the rig but is baked in a different space can produce noticeably different rotations.

  3. Check parent/child dependencies. Finger controls often inherit transforms from the hand/wrist, so make sure those parent transforms are evaluated identically during the bake.

  4. Compare the frame rate and sequence ranges between the Level Sequence and the baked animation. Even small evaluation differences can become visible in finger poses.

  5. If the baked animation is consistently offset by the same rotation, then an additive correction layer is a good cleanup method. I’d use it after identifying the source of the offset rather than using it as the first fix.

If the fingers are correct before baking and consistently wrong afterward, I’d especially focus on Control Rig evaluation space and the bake settings first.

Okey i fixed it, I just needed to enable ‘Set Retarget Source Asset’