**I have posed in the retarget manager both in T-pose, not worked, then I posed both in A-pose as I said, not working. Even reposed in maya but no luck. Retargeting got it slightly better after posing both to t-pose, but it’s still very very choppy.
I am also used to retargeting and have retarget alot and with the retarget manager. But you couldn’t send a temporary link in pm for the old pack? Or maybe a github, you could update the marketplace asset with a textfile that has the temporary link adress then remove the link after a day, so to ensure that only people with the pack gets it?**
Please I have tried retargeting the ue4.8 mannequin in every way possible, even rebinden and reskinned my character to have almost identical bonestructure. Still won’t work. I had no issues with using the last mannequin for retargeting purposes, then I just had to retarget and it would automatically work no hassle like now. Problem is that all my hassle still gives me the same result
Even though I bought it over 6 months ago I still expected to not get ignores hen needing help with the animpack.
It worked great on the old skeleton for my chars but it’s rendered useless wit hthe ne ue4.8
And if you can’t update the package you should atelast make the Older Skeleton Animations available in some other way except the marketplace, for us people who have incompatible skeletons for the Ue4.8 skeleton.
My Character has a mixamo structure, so it worked perfect with the Pre4.8 Skeleton, but even after Re-posing both to T pose it won’t work. How hard is it to understand? Your animations just on’t retarget jsut because I set them in the same pose, the 4.8m has different skeleton setup…
Your suggestion would be that I, as a consumer of this product, to manually in Maya or Blender change bonestructure of EVERY ANIMATION?? Thats a crazy amount of time consumed.
Mixamo characters don’t have a proper “Recrusively Set Translation…” on bones set. Open the Mixamo skeleton, check the “Advanced View” checkbox to see bone options, and set all bones to “Skeleton” and Hips to “Animation”.
The new Epic skeleton has the exact same skeleton structure as the old skeleton. Only the proportions have changed.
Epic doesn’t allow old skeleton to the Marketplace. I retargeted all my animations to the new 4.8 skeleton, not because I had nothing else to do, but because the new skeleton is mandatory. The old skeleton is no longer allowed to Marketplace and my packages would be deleted if I hadn’t switched.
went through all that, some of it is unclear, but either way, the mixamo skeleton matches in terms of names, for the bones.
did that.
My problem seems to be with the arms. Even set the ref pose with arms down 20 degrees since epic now uses the stupid a pose instead of t pose… as a reference, this is my PistolIdle from the pack:
Ok, I tested Pistol anims with Mixamo skeleton and it retargets normally. However Pistol Animset Pro is the earliest set I converted to Epic’s new skeleton and I didn’t configure the skeleton in that set in Retarget Manager (I should have done it, my bad, sorry). So, basically, you have to do the same thing to Pistol Animset Pro skeleton, as you do to Mixamo’s:
Open Retarget Manager and select rig “humanoid”. All the bones will configure themselves automatically, since the bone names already match.
Pose the skeleton in t-pose by rotating the clavicle, arm and forearm bones. Click Save Pose and Save the skeleton.
If you still have no success, you should wait for my tutorial video. I’ll post it when it’s uploaded.
you go, a tutorial about retargeting Epic’s skeleton to Mixamo skeleton:
https://.com/watch?v=u87GKmTnDu0
I hope it will make things much clearer. This tutorial will work for any animations and skeletons.
Btw. I had some thoughts about buying assets on the internet (I also buy a lot of assets). The truth is, that internet asset stores (whether it’s Marketplace, Unity Asset Store, Turbosquid, Mixamo, 3d Export or whatever) never formally signed a contract with you to store your purchases forever, in unchanged form, for the rest of your life. It is only wise, if you download your assets after you buy them and store them on your harddrive, pendrive or something like that. In the next years, Epic could go out of bussiness, Epic could close the Marketplace, Epic servers could get attacked and wiped out, the asset creator (for example me) could quit the job, or simply die. Or, as we see , the asset could get irreversibly updated to the version you don’t like.
You own the assets forever, but you should store them on your harddrive, if you don’t have any guarantees that they are stored safely. It is especially true with animations, since they don’t age as fast as 3d models. You could still use them in 10-15 years, but there is a big , that they won’t be on Epic’s servers in that time. If there is still an Epic in 15 years.
Thanks for the video, hope to go through it today. As for backing up assets you buy… I generally add them all to one project that is pretty much just there to contain all the assets I have bought, and all the free one’s people have provided on the forums. Then I always know where to find something, and of course back that up whenever I add to it.
Ah, was unaware of all the tweaking you needed to do TO the T pose. BTW, the current Mixamo characters download with all the bones properly named, at least that has been my experience, thanks again!
My little tutorial video is of course nothing new. Epic made a video about Mixamo characters some time ago:
https://.com/watch?v=xy9aLbZLdeA
My video is basically a clone of Epic’s video. Doesn’t matter which one you watch, both show that Epic new skeleton retargets normally with no problems.
Anyway, if you ever get stuck with something in UE4, just visit Epic’s channel. There are hundreds of tutorials there.
I had done all those steps but I’t didnt work crrectly until I straightened out his elbows, didn’t even think of that before, that fixed everything, I reposed the arms and legs a bit befor but not the elbow.
I ask because males and females move differently, so only having a genartic male set will look awful for a female figure…because their hips move while they walk
Hi, while the walk is a little manly, I’ve mixed both Realistic Female Anims and Pistol Animset together, with no problems.
's something that helped me: add each set to the project, then delete the skeleton that comes with each package. When you open the new animations, Unreal will complain that there is no skeleton for them, and will ask if you want to use one of your other, existing skeletons. (I chose the skeleton that comes with the Starter Content). Now all the animations in my project use that same skeleton, with no need for retargeting.
Hi there,
We just bought amimsetpro and it looks fantastic. Now time to make a anim blueprint :)) Question: where you should consider left/right foot up? For example, in walkfwdloop. It seems it blends better with following animation (stop_lu or stop_ru) if you consider it only during a short time before the corresponding foot is in topmost position. Right?