I started checking out lyra and have a dino type character with a different skeleton then the UE character. reading the documentation and watching the videos unreal put out they point to retargeting to add new characters and to use retarget pose from mesh in the anim blueprint. When I do this the animations do work for the new dino character, but the weapon is not in his hands. Some people said to resize the character but that is not what the character should be and that is not an accurate way.
At first, I thought it might be a socketing problem. So I checked to see how weapons were made and placed on the character. For example, the pistol is socketed to Weapon_R socket. I added the socket to the dino and placed it in the right spot in the hand, but it did not change the placement while playing. it’s like it is still using the socket from the manny character that I retargeted from not the dinos socket.
I don’t know if I should delete the socket on manny or if I need to retarget all animations and rebuild the animation system or if there is something else I’m missing.
its github, and Readme.MD has more links to tutorials all about lyra.
I also suggest doing some tiny project with Data Assets, helped me a lot with understanding how Lyra is set. And last with Lyra do plugin, do not follow tutorials that tell you to make changes to project, this will entangle all modules together into one huge …
And what you need is real-time retargeting in unreal:
However i did not do that yet for Lyra project.
Ps.
Game animation sample and motion matching tutorials are also worth trying.
Thanks for the response, I’ll have to look at that first link. To let you know the video you put up is not a good method for retargeting, and lyra is setup kinda by defalt to do real time retarget which I did already but weapons are stock to the manny weapon socket not the new character weapon socket. I am very familiar with data assets but they don’t really have much to do with this problem except the pistol data asset is trying to attach to the Weapon_R socket that I already added.
My current project I added motion matching to a RPG character creation system I made with no problems. But motion matching and lyra are two very different things although motion matching is kinda based on lyra, choosers and what not. Lyra has much more to offer then just an animation system. Like some great game optimization.
Ps: you don’t need to add everything to the plug-in folders you just need to let the other files know where you are adding things, people say to keep it in the plug-in folded because it is already referenced but if you update lyra you can brick your game if everything is in the plug-in folders.
By doing everything in plugins, i mean it is best to keep your code separate from whole lyra project.
Imo it is easier (less work) to recreate whatever you want in your code from lyra project, instead of mixing together, then realizing you need something done differently, and then removing lyra stuff.