Control Rig Spaghetti IK?

On a basic Control Rig IK setup, with my custom mesh’s skeleton from Mixamo it looks like spaghetti, but the TP mannequin as the preview mesh works fine. They both use the same skeleton. The skeletal mesh imported from Mixamo is weight painted properly (checked in Blender). Why am I getting spaghetti?

Retarget poses are the same.

Did you find any documentation on this? Because I’m having a very similar issue, but can not find any documentation on it!

Have you found any documentation on how to fix this?
I’m having a very similar issue, but I can not find any documentation on it.

I had the same problem and just came up with a solution.

Your rig was exported with a different primary and secondary bone axis than the default in UE. I solved this in Blender by setting Primary Bone Axis to “-X Axis” and Secondary Bone Axis to “-Z Axis” (might be different for your rig), I also changed the the Forward and Up values under the transform tab to -Y Forward and Z Up (which was recommended somewhere). You could also fix in in Control Rig by messing with Primary Axis & Secondary Axis in the Basic IK node.

What I did to find these values was to select a bone in my rig in Control Rig and doing the same for the Mannequin example and comparing the axis that shows up and exported with different settings until I found one that matched.

Hi I came up with a solution, replying to you in case that gives you a notification somewhere.

Flipping the axes didn’t work for me and I tried all sorts of combinations.

It from the looks of it, control rig doesn’t understand how to skip unspecified bones in IK

If you arm is Upperarm → Upper arm twist → lowerarm - > lowerarm twist → hand, and you specify Uperarm → lowerarm → hand in your IK node.

You will always end up pivoting against the adjacent bone (lowerarm twist)

Turns out my issue had to do with the space the bones were imported in. The spaghetti effect was due to having the bones imported in global space. But once I imported the bones in local space, the IK works!
I’m using a Genesis 8 model, so I was lucky that I had a tool to convert it for me during import.

With that said, It would be amazing if any modeling gurus on here help explain how this can be done in blender/ maya.

This explains the problem and how the tool fixed it:
http://davidvodhanel.com/daz-to-unreal-fix-bone-rotations-option/