Changing Skeletal Mesh Problems

A while back I bought some animations from FAB and retargeted them to the Manny skeleton. After that I spent a whole lot of time added sync markers and notifies and they work great with the Manny with my anim blueprint. I got a new character from FAB and would like to swap it out from the default character. I retargeted the animations so they would work with the new character. Some of the animations work fine others don’t. Right now this is the biggest problem:

If I plug the faulty animation(s) directly into the Output Pose of the anim graph they look fine by themselves.  Any thoughts?

Do the problem animations have anything in common? All use(d) hand IK to attach to a specific location on a weapon, or something else? If the hand IK is expecting a weapon to relay a “snap to” location, perhaps the left hand is going to world origin (0,0,0)?

Otherwise determine which specific node in the AnimBP, when bypassed, allows the animation(s) to play properly and scrutinize it in detail. Disconnect them one/several at a time.

Looks like I solved it. I had to do two things. First, the skeleton was mismatched to the one on the animation. Retargeting didn’t help since the labeling of the bones were quite different between the two so I exported the character to as an .fbx and brought it into Character Creator 5. Then I used Accurig within it to rebuild the skeleton. From there I was able to export it back into Unreal and it mostly fixed the problem since CC5 can export using an Unreal 5.6 (as well as 5.4 and 5.7) skeleton. Finally, I recreated all of the sockets used for the weapons and that seemed to fix everything. By the way, Accurig is free from Reallusion if anyone else has a similar problem. Anyway, thanks for the response.

You’re welcome. Glad to hear you fixed it.