help with retargeting custom mesh to Animation Starter Pack skeleton please...

I have a custom mesh which is rigged with ART, using Epic’s rig template so it works with the Animation Starter Pack. I’m having trouble re-positioned the clavicles correctly with retargeting in Persona. In my Skeleton Tree, everything is set to ‘skeleton’ with the exception of Pelvis, which has ‘AnimationScale’ selected, and all my IK chains for the feet have ‘Animation’. Looking at my screenshot which compares the ASP character vs. my own, its apparent that the clavicles are not positioned correctly.

I’ve tried to move the clavicles in Maya with ART, and every combination I tried gives me similar results. I also tried to position my bones similar to how Epic positioned theirs with the blue dude.

Has anyone else experienced this, or has a suggestion to try?

Thanks!

Here is a screenshot with the skeleton positioning in a T-Pose…

Anyone have any suggestions? I’d like to setup my skeleton correctly before I spend a ton of time weighting the skin.

Maybe someone at Epic could help?

Any thoughts about this?

not being a maya user, but i think the idea for re-targeting is that you don’t need to set the rig to skeleton to get the anims to work, it should be set to animation, you might need to wait till the 4.5 release for improved re-targeting

In 4.5 proper re-targeting is going to become available.

In the mean time it looks like you need to zero out your joint rotations at the shoulder before you export the model to compensate for the over rotation.

Just a guess but as an example the stock rig might look like

Left

0 0 0

Right

-180 0 0

This is typical of most if not all T-Posed motion capture rigs and the normal pose is a straight line from neck to fingers.

Yours might look like

Left

-24 0 0

Right

-145 0 0