Hello guys, so I retargeted an animation from the siege minion to the lane melee, since they do not have a jog left or right animation. The problem is the moment I try to fix the rotation of the hand_l or upperarm_l or lowerarm_l or and create a new key it instantly changes into a weird position. Then I can change it again, after that it doesnt change and when I save it and reopen it, the position is totally warped and I can do this over and over again and it never goes into the position I need it to. Why is this happening and how can I just simply edit paragon animation assets without them glitching out all over the place?
Hello, there,
Are you using UE5’s new retargeting system or the UE4’s legacy?
Can you please show screenshots of the issues you’re having and the bone hierarchy of said actors? The issue you’re describing suggests unaligned retargeting poses.
Hello,
sorry for the late reply. No I dont mean retargeting, I mean when I simply want to change part of an existing animation. When I change for example the hand movement with the shoulder and the arm, it somehow always gets overriden and turns into a weird movement that cannot be fixed besides luckily getting the correct position (which only worked one time for me, so I gave up). I meant to change the original animation so that I can create a new one out of it, like changing up an existing sword slash to make a new one that I can add to my combo.
No problem. Can you explain what steps you’re following to change the animation? Are you using control rig + sequencer or an external animation software?
When working with Control Rig and Sequencer, make sure the new animation is added on an additive layer. After you’re done blocking the motion, open the Curve Editor and give all affected curves a thorough cleanup.
If you skip this step, the additive data can leave your curves cluttered, which often shows up as small pops or glitches in the final animation.