So you supposed to be using pose assets back in ue4. And they still work (kinda) in ue5, but when you setup base retarget pose in skeleton with them it does nothing in IK retargeter. Targeted skeleton is still in its default pose with option to setup base pose manually (which is not fun, time consuming and not exacly correct most of the times i do it). Any way to get around that and make it work?
Was this ever answered? I opened the skeleton of Paragon character, selected bones and reset their transforms to 0 using the details panel which is high accurate to reset stuff like fingers and I went into Retarget Sources window in there and set that new T pose to Current pose. Now clicking show/hide pose button successfully toggles between A and T poses but when I go to the IK retargeter window, I still have the character in A pose. Using the Edit pose button in the IK retargeter is just silly as you have to change the pose by eye rather than having a details panel from where you can zero out the joints (like how you can in the skeleton window).
Am I missing something or does the IK retargeter offer a way to zero out bones to get an accurate T pose rather than just eyeballing the joints to see if they are straight?
YAY FOUND IT!
Anybody looking for a way to zero out all the joints from A pose to T pose in the IK Retargeter in UE5 without having to eyeball the rotations, just simply downloaded 5.1. They have a whole lot of new settings in the IK Retargeter including a button to import pose assets. So simply set your skeleton to T pose using the skeleton window and zero all rotations. Then save the pose as a pose asset. Then simply bring that asset into the IK Retargeter window and your A pose character will immediately switch to Tpose without any further hassles!
SO USEFUL! No more eyeballing those pesky hand and finger rotations.
Check this out: Easy Pose in Code Plugins - UE Marketplace
It helps you to change from/to any pose, any skeleton structure seamlessly, with just a single click.