hi,
I’m trying to make an animation for a metahuman in Maya and export the fbx skeletal animations to unreal and retarget it, The animation works fine but as you can see in the screenshot, there is an offset for the prop; even I tried attaching the prop inside Unreal, it still gives same issue,
And for the collision, I exported ground from unreal and imported into Maya to do animations and after exporting the skeleton as fbx and retargeting in Unreal, it gives some collision but not in Maya, only offsetting inside unreal make perfect animation, Is there any solution to solve it or am I doing something wrong?
Hi,
I tried exporting the animation from Unreal and importing it inside Maya and found there was an offset, as you can see in the GIF (the green one is retargeted animation from Unreal and the grey one is animation done in Maya).
DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.
Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”
DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.
Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”
DO as he did and import the animations into maya, but offset the desired exported animation back into place and dont freeze transforms.
Then go into unreal and drag the animation into the content folder.|
THen go to root motion tab in animation window of metahuman and allow root motion and check “lock root motion”