So I have a character which is already rigged manually in maya, but the heirachy is different from UE5 default character, which is not allowing me to retarget the Ik animation. Also I have already done some animation with the rig and I want to keep them. I have download a animation blueprint which is based in the default character, therefore some of the function is not working for now. I think the problem is coming up with the IK rig.
Right now I’m trying to doing the auto rig with maximo, and that means I can’t use the animation I’ve already done.
So is there any solution that I can use these two animation blueprint in the same third character blueprint?
Also I want to know what is the standard workflow in the industry if they have some unique animations for the character done by maya. The goal I’m looking for is a game called Kena: Bridge of spirits. Does the developer always have to follow the rig principle in UE, or is it possible to fix with blueprint?
It sounds not ideal . But can you still briefly describe how to do it?
When you say chage to default is that means the T or A-pose based on the skeleton mesh I import?
Animation BP has an Animation Graph which uses your character classes states to determine what animation sequence to play. Your Locomotion is typically handled by a state machine and transition rules.
When I switch to this new Anim BP, regardless of what states are set to, the character will snap to the prone animation and then transition to whatever the states say it should be.
To change animation bp class use Set Anim Instance Class