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IK hand root question

In UE mannequin there is IK_Hand_root bones. However if you use chars from mixamo or daz studio these bones are not present. Some animations from marketplace uses these bones. So how do i use custom chars from daz if they dont have these bones??

You can create virtual bones in UE4. Right click a bone and the contextual menu will offer you the oportunity.
Then you’ll have to check the AnimBP and rename each IK nodes with the ones you created.
I thin kthis hould ssolve your issue.

After adding virtual bones it doesnt showup in retarget manager. Hence i cannot assign IK_hand_L/R options in retarget manager

you don’t need them while doing retarget, just leave the fields empty.
In the animBP you should have warnings,for each warning you have to replace the the ik_bonename, with your newly created VB_yourbonename.

It doesntwork if i dont retarget. Heres attached gif problem

As you can see animation works properly on ue4 skeleton bec it has Ik hand root bones but it doesnt work on my char

Don’t you have warnings in your anim blueprint?

no bec ik bones have nothing to do with animation blue prints