Hi there.
I’m starting my unreal journey and immediately hit a snag. Where most tutorials online show a very simple retargetting process for animation, I of course am having issues. Whenever I retarget an animation, my imported character model flies high up into the air.
When I go into IK retargetting, the armature on the imported model is MASSIVE for some reason. But when I open the skeleton, it’s the proper size. I’m not sure why this is and would love some help. I could be missing something super simple. That little dot you see is my custom model. It’s using a pretty basic rig, so I’m not sure what the issue is.
From you last image, it looks like your root bone has a scale of 100. Have you tried changing the units in your DCC (Blender/Maya)? If it’s in CM, you could try changing it to M and reimporting the mesh into Unreal.
You could also try playing with the Import Uniform Scale or Convert Scene Unit in your skeletal mesh Asset Details panel under Import Settings (you need to reimport the asset after changing the values to apply).
I hope that helps, please let me know how it goes!
Yeah, for some reason the armature is at 100 scaling…but what’s really weird is in all my blender settings everything looks fine. I must be importing it wrong somehow, but I have no idea what I’m doing wrong because I have other models with nearly identical rigs that retarget and do not have this same issue. This is after a reimport, so it has no textures here.
I’m honestly kind of at a loss. Settings in blender are as you see below, it’s in metric and everything is scaled properly.
I’m more of a visual learner, so if someone could upload screenshots or a video showing any ideas you have I’d really appreciate it. It’s just super weird to me because I’ve never had this issue with any other rig I’ve used.
Alright sorry for the spam - did some more research, went into blender. I followed what this video said to do and it appears to have fixed it. (6:09 onward.) Between this and the help of the first responder, I have fixed my issue. Your post got me on the right track and then with some further research I found this.