Clavicle Bone location does not change when baking animation




I am making some animations and I needed to move the left clavicle forward to make the animation look right. When I bake the animation, the clavicle returns to being square in the animation. I tested this by changing the location to a ridiculous degree, but the animation returns the clavicle and keeps the arm animation as is. I am using the engine’s assets, skeleton and skel mesh.

What am I doing wrong?

I have submitted this as a bug for now. I tried the same steps in 5.5 and I do not have an issue there, so I think it may just be a 5.6 bug. If anyone knows any different, please let me know!

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I have almost the same problem, I have the arms skeleton and I was trying to make an animation in blender and when I exported the first animation It was something like this in blender

and something like this in unreal engine:

everything moved except for the clavicles

I don’t know what is going on stil, but I retargetted all my animations to a different skeleton (the same manny, but from a different project like an animation sample and it wasn’t an issue anymore. I don’t know if it was a post processing thing or a setting in the skeleton but I couldn’t find it.

same issue. Would love to hear on this.

Could it be that the retarget options on the skeleton are set to “Skeleton”, meaning that those bones will only accept rotation values and any translation will be set to bind pose?

The issue was raised on the Unreal Source Discord server and this was the solution for @DeathRaceReal

Animation Retargeting in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community?

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