Howdy! This is an animation question for all you animators out there!
My team and I have a large catalog of animations to play around with. Everything we could/would need for the game is supplied through things like Mixamo, UE asset store, etc. Long story short, most if not all animations aren’t quite perfect and need to be moved around a bit (plan to do this with key framing, easy enough). The issue is some of them are so messed up, it would be an hour+ assignment to change just one. Most of the issue, as seen, is that the bone lengths change dramatically. Rotations are relatively easy to fix, scaling as well (not that there are many scaling problems).
My question is: Is there a way to lock the skeletal mesh bone lengths from each other in each animation so we don’t need to fiddle with each bone’s distance from the next? (ie. If the “normal” distance from Spine 1 and 2 is 1 foot, is there a way we can set that in every animation, so when opening an animation, the distance from Spine 1 and 2 would automatically be 1 foot and not several feet?) Bodies can stretch a little, but as seen in the screen shots, it is wildly unrealistic for a body to transform in such a manner.
You can see in 1 picture the bones are at crazy lengths and weird positions, and the second picture (still a little weird because I had been playing with the bones) is roughly what the character should look like (done by selecting ‘Retarget Base Pose’
Thank you for your time