I am confused by the DAZ to UE 5.3 Bridge which is setting a wrong IK Foot (Left and Right) in the middle of the leg.
The issue is happening while ticking “Add IK Bones” in the plugin Settings (Otherwise it does not generate any IK bones).
While using 5.1, I do not have such problem as my characters got all their IK bones set properly.
Would you have a clue of the settings I am missing here while exporting in 5.3?
Open a folder for your character to receive the export from DAZ
Set/Tick the DAZ to Unreal settings the following way:
o Show FBX (optional)
o Fix bone rotation
o Zero root rotation
o Combine identical material
o Create AutoJCM Control Rig
o Create Full Body IK Rig
o Add IK Bones
Take this moment to retarget the Skeleton bones from “Animations” to “Bones” (It will avoid to see your player character flying while moving it in editor)
o In your Skeleton (Mesh will be updated right away) click the cog wheel above “Translation Retargeting”
o Tick “Show Retargeting Options”
o Right Click the “Hip” bone and select “Recursively Set Translation Retargeting Skeleton” (You may wish to avoid switching for skeleton all the face morphs but you can reverse those back at a later stage)
o Your character will stick to the ground while moving it around as a BP_Player
Copy “G81FixRtgFixRotZeroRootIKRetargeter” and “CR_G8_BasicFootIk” to your character folder from the DAZ plugin and give them a name to easily find them:
THE MOST IMPORTANT THING of the whole process before going to your new character anim Blueprint:
Open “CR_G8_BasicFootIk”:
Refresh the root (right click on the root in the “Rig Hierarchy panel”) to make the “CR_G8Basic_Foot_IK” updated with the character bones to avoid the error “Hierarchy discrepancy” in the anim blueprint once the “CR_G8Basic_Foot_IK” is set
o On the right panel, go to “details”
o Find “Control rig class”
o Update it with your refreshed “”name”CR_G8_BasicFootIk” to avoid this error below mentioning “discrepancy”