Hello,
I’m running UE 5.4.3, I have a metahuman character in a level-sequence with an animation baked to keys on the MH body control rig and the animation has been cleaned up/animated on top of a bit.
I need to bake that animation down to a new anim. sequence from the body component in the MH’s BP in the sequencer, then export that anim. sequence from UE and bring it into other programs for simming & etc. (Maya, Marvelous, Houdini). For some reason on this character the corrective joints are not baking down to the anim. sequence correctly (or at all? difficult to check the individual joint values to see if they are baking down), this causes the deformations to look incorrect and be unusable for outside programs.
The weird part is that if I take that same new anim. seq. that doesn’t have the corrective joint animations and bake it down to keys on the MH control rig in the sequencer then the corrective joints kick in and the deformation looks correct! So that tells me that the problem lies with the baking of the anim. seq. itself and not a connection between the MH BP and the corrective joint post-process animBP (I think!).
I’ve done this process many times with many different characters, anyone know a reason that the corrective joints would not be baking down with the rest of the joints to an animation sequence from the sequencer?