Is it necessary to reset Unreal GASP with metahuman bones

Is it necessary to reset Unreal GASP with metahuman bones

My project uses Gasp as the animation framework and Metahuman as the character production framework. Using UEFN’s real-time skeleton redirection can cause a very serious problem, such as slight deviations in the character’s movements, resulting in huge errors. For example, a sword swing movement with slight deviations can cause the angle of the sword to not be vertical or horizontal, which greatly affects the visual experience. Is it necessary to reset the GASP project with metahuman bones?

This was the only solution I found to your problem, but retargeting all the animations to a different skeleton is likely to break a few things. Better to pose and transfer the mesh and merge the facial rig to the UEFN Armature. No runtime retargeting needed.

Very straightforward in Blender using Bone Constraints, as they are both epic skeletons.