Summary:
I’ve been trying to find information online, but I can’t seem to find anyone else who’s run into this problem.
I have animation assets purchased from a pack in the Unreal Marketplace. I’m trying to retarget those animations to another custom rig I purchased elsewhere. The skeletons are a different size, but I thought I had my settings correct to correctly translate and retarget the animations.
When I don’t enable root motion, the model stays the same size. But of course, the capsule doesn’t follow the animation.
But when I enable root motion in the animation settings, when the animation plays, the character model size decreases. And I’m pulling my hair out trying to figure out why. I’m completely at my wit’s end. See GIF:
What I’ve Tried:
- **I made sure my retargeting settings were correct. **Per my knowledge, the root and pelvis are supposed to be set to “AnimationScaled”, and the rest of the bones set to “Skeleton.” Is this correct?
- **I tried other retargeting settings. **I’ve tried just “Animation” on root and pelvis. Same thing. I’ve tried “AnimationScaled” everywhere. Same thing. “Skeleton” on everything doesn’t even look right.
- **I enlarged the source skeletal mesh to be the same size as the target skeletal mesh, saved the new retarget pose, then retargeted the animation. **Still saw animation resize
- **I shrunk the target skeletal mesh to be the same size as the source skeletal mesh, saved the new retarget pose, then retargeted the animation. **That didn’t fix it either.
Let me know what other information you need to help. I might be missing something completely obvious and stupid because I don’t have a background in animation or art, so I’m sort of feeling my way through this