Chaining animations - Metahuman 4.27

Good morning people

I’ve been struggling for a few days with the animations for metahuman in UE4 (4.27 specifically, a build to be able to export to HTML5).

What I’m looking to do is to merge several animations in a fluid way. To put in context, let’s imagine I have:

  • Idle animation 1
  • Idle animation 2
  • Idle 3 animation
  • Sit to idle animation

All these animations I have downloaded from Mixamo and imported into Unreal for the Metahuman skeleton. They look good:

What’s the problem? That each animation has a different start and start pose than the others. So, when going from one to the other, it looks horrible, because one ends in pose X and another ends in pose Y, so to speak. They don’t flow.

As I don’t know if you can even interpolate the final pose of one animation with the initial pose of another, what I thought was the following:

  1. I take the - Idle animation 1 as a reference.
  2. In the rest of the animations I create 15 additional frames at the beginning and at the end.
  3. I copy the start of the - Idle animation 1 and paste it in the frame (0 - 15) and in the frame (end + 15). In those 15 frames is enough for the Unreal curves to make a sufficiently credible interpolation.

So far, in theory everything is fine. Only it’s not.

I have no idea how to copy a pose or the keys of a frame from one animation and paste them into another. How can I pass and paste an animation frame into a different animation?

Because I’ve tried to do it manually, but it’s like 150 bones each with its rotation and translation, and 5 animations.

It’s something super basic but I don’t see the way.

Any help is appreciated.