I am trying to understand the UE5 manny skeleton setup. Here are some questions:
The control rig of manny produces the deformation shown in the picture below:
That’s exactly what I am trying to figure out. If we set “corrective bones” in a DCC, with custom scales and transforms, beyond simple parenting, then importing that skeleton to the engine will not perform those operations. Am I wrong?
What do you mean by Byond simple parenting?
Are you talking about adding parts to a rig that prevent motion on a certain direction etc?
In all cases, does it really matter?
In the end you export and use a baked animation in engine, not a rig. So whatever bone positions you animated based on whatever rig you built will always be in the final file.
You may some times have to switch the skelton retargeting settings because unreal always has runtime retargeting on, and therefore will ignore animation translations.
And that is probably what you are looking for in terms of adjusting the elbow joint with a bone… those specific bones would have to be appropriately set to Animation Scaled for things to work…