Control Rig bad animation bake (Left knee only)

Hello there guys!

Got a question about control rig, baking and editing an animation and then bake it again to an Animation Sequence.
I’m using the original run animation and control rig from the third person project, and I’m getting this problem, just to make sure that the problem didn’t come from retargeted animations, even if the retargeted one actually came out pretty good.

Original Animation (Run_Fwd)
Original_Animation

New Animation baked from control rig
BakedFromCtrlRig

What’s really screwing with my mind is the fact that the right knee come out neatly, but the left one gets all funky.
I’ve already detected that is “calf_kneeBack_l” that is not being baked out of the control rig, but I really can’t figure out why the right one is being baked correctly, and the left one is not.
Any clues?
Thanks in advance for the time.

Edit:
So did another experiment, as it might shed some light on the problem.

Baked the “bad animation” (the one baked from the control rig the first time) to control rig again, and it actually showed better results (not as good as the original but better than the “bad animation”)
After baking it again to an Animation sequence, the problem persists
UnrealEditor_kN9zxYoJOj

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So I didn’t find any solution per se, but found a workaround.

Using Manny/Quinn_simple skeletons “solved” the problem. Don’t get the benefits of those extra bones, but at least the animations are baked perfectly.

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