For the love of god, someone help me, just answer yes or no

Answer yes for yes, no for no:

  • I made mocaps animations (ONLY ANIMATIONS, NO MODEL, only animations) in Blender (using Blender skeleton), imported to UE (Ok, untill here). I want to animations made in blender to be reused in UE Manequim (that do not share the same Skeleton asset). Is it possible to RIG/retarget to Epic skeleton? Turn the -Blender skeleton- the source skeleton and -epic skeleton- the target skeleton. Until know every tutorial just shows the reverse process, epic skeleton is the source skeleton and any other skeleton is the target, just like is in this doc.

https://docs.unrealengine.com/en-us/Engine/Animation/RetargetingDifferentSkeletons

Yes. Now to elaborate you need a skeleton from blender aka a rig for your animations, you dont need a mesh. Then once you import to ue4 its a nasic retargeting for the assets you want (theres a tutorial by epic on this) depending on your intent you may need to create a rig in unreal like how they have the built in humanoid rig. If i remember right just right click the skeleton asset and there will be an option for it. I would look up the exact method but im on my phone right now

God bless you (and i’m not even christian) !!! The only one who answered this question! When ou leave the phone, please show the the exact method or guide me to a tutorial that can show me to do this. Thanks man. Long live the internet, a place where someone from the other side of the world helps you.

ok so im assuming here that you are using a humanoid skeleton and that its number of bones is similar to the mannequin (kind of like how a mixamo or a rigify character would be). it also appears that you are trying to take a animation you made in blender and be able to use it with the mannequin. so the steps you will need to take are to first import your animation and skeleton that you made into ue4. next you need to open your skeleton and go to the retarget manager. then in the set up rig section, go to select rig and use the humanoid one, then you need to match the equivalent bones (it shows how to do this in the videos). once thats done go back to the content browser and right click your animation, then select retarget animation asset, then duplicate anim asset and retarget. from there you just need to select the skeleton that you want the animation to work with (the mannequin). there are other ways to do this as well but this is the simplest one imo. there are ways to retarget entire skeletons though too. you also may need to play around with things a bit as well like making sure your skeleton and the mannequin are in the same pose. the retarget may also complain about having a preview mesh if that happens just add a mesh of whatever since it wont affect the outcome (i did it with just a cube). give it a show and let me know if you have any issues.

on a side note i see that you asked a very similar question only a few hours beforehand, dont be upset and if people dont answer straight away, most people answering questions are helping out for fun and this isnt their job. it may take a little while for a response (i was at work when i responded as are most people in the us when you asked the question).

the below link should explain all the steps to retarget skeletons and animations.