Right, I can load the retargeted animations in 3ds max and rotate the bones as I want, but now you’re dealing with key frames, and honestly dealing with multiple animations in 3ds max is awful. and that’s the only software I’m familiar with.
But I mean, I was just trying to quickly adjust the retarget pose so the retargeted animations would look a bit better. When editing the retarget T pose and rotating bones you’re not actually editing the skeleton or anything, I just wanted to do exactly the same, to edit the base pose for retargeting, but preview that base pose as a different pose.
For instance, this is my character’s hand default pose:
If I retarget a simple idle animation I have for the ue4 mannequin (it looks good on it), my character’s hand turns into am ugly claw:
(using the auto align tool doesn’t help at all, it becomes just a different claw)
So, by manually rotating the base pose bones, I got to this result:
which looks way more natural, and more similar to the actual source animation. the problem is that for the retargeted animation to look like that, the default pose needs to be edited to look like this:
and here’s the process of manually editing the pose: (you’ll see what I mean)
(when I’m moving the mouse cursor at the end of the vid it’s me screaming why can’t I just rotate the bones right here? lol)
The steps:
- load an animation to retarget
- select a bone to fix
- see what looks bad and imagine how you could rotate the bone to fix it.
- switch to “editing retarget pose”
- move the camera to the bone you’re editing since it’s now far away in t-pose
- find the bones to select in the hierarchy panel and rotate them like you imagined before
- switch back to “running retarget”
- move the camera back to where the edited bones are on the animation
- pause animation playback and scrub back to frame 0 (every. single. time.) since it starts moving like crazy
- back to step #3 and repeat it forever.
if you could just adjust the base T-pose but while in a different pose, it would make this soooo quick and easy. there would be no reason to go and manually edit it in another software if what you want is just some basic retargeted animations and you’re not authoring anything. like just rotate the bones in real time as you see what it looks like. it took me probably near an hour to make that hand look better since it takes 10 steps for each minor adjustment. makes no sense at all, you’re just rotating bones in local space, it doesn’t matter what pose you’re previewing it, it would be the most basic thing for the engine to just translate it to the base t-pose automatically.
so is this really impossible? If so, how do I request a feature change? heh