I have tried numerous tutorials on how to get my characters moving… I have figured out how to import them, but am having issues with actually breaking the t pose… I have followed these tutorials:
and attempted to retarget animations from human rig in UE4, but I feel stuck
this is the file and I have the rest of the cast and they are set up just like this one with bones and other features from maya… please help me learn how to get this model where it can be animated or broke out of t-pose like the blue man so that others can learn also. I intend to create a king of the hill game for others that love the show as I do. Just an inkling of help would be appreciated
https://dl.dropboxusercontent.com/u/7892816/bobby%20hill.zip
link to .fbx file and texture
Do you have custom animations or are you wanting retarget and use pre-existing animations from the animation starter pack? Both are possible, but I’d think you’d want custom animations that you create that are more like the show. Let me know which one you want to do and I’ll post the appropriate info.
Honestly since I am just starting out, the animations from the starter pack would be fine. I can dive into the custom animations after figuring out how to get these guys in there. I am building the set now, but the animation is killing me
So I’ll give you the short version here and link to the official documentation at the end…
- Open your skeletal mesh and select 'Retarget Manager"
- In the “Select Rig” section, select Humanoid
- Now for the Tedious part… Link epic’s bones on the left to your skeleton’s bones on the right
(This takes a while and I don’t have time to do this with your rig.) + it’s tricky figuring out which bones match with what
- Now that the hard part is done, select an animation from one of Epics from the Anim Starter Pack and right mouse click
- Choose Retarget from duplicate
- Choose the “Bobby Skeleton.”
- Now the animation will be applied to the Bobby Skeleton.
- Do this with all the animations and follow tutorials for how to make a player character with this.
Official documentation:
I tried this and it did not work. I auto rigged him with mixamo and followed the above instructions. After retargeting the skeletal animations, it appeared the skeletal parts all matched up perfectly but when I drag him into the scene, his arm and legs are distorted. I went back to make sure all parts match up perfectly and it appears they do. If you add the model i attached above, it will populate the body part slots for you… please help me further with this issue. I love this show and really want to put together something for others that love it also.
I’ll be happy to help the best I can, but I don’t know what you mean by “it will populate the body slot parts for you.” The bobby skeleton as is needs to be retargeted to another skeleton. The only reason I can think that it is distorted is that you have mismatching bones targeted to each other.
You may need to look into obtaining the rights to use these characters. If you are creating this as fan art that you intend to distribute freely I think you are Okay, but I’m not sure what restrictions if any apply.
I’ll try match up the bones again. What happens when unreal is looking for a pelvis and my model has hip 1 left and Hip 1 right? Is it possible I need to re-rig the models eventhough they are rigged pretty extensively. This is going on my 2nd day troubleshooting this and I appreciate your help with alleviating this frustration.
You don’t need to match every single bone, you can skip some, just make sure to link each bone with the correct correlating bone. See image:
Thigh and Calf of the Epic Character need to match Hip R and Knee R (with HipPart1 and HipPart2 ignored) because these are what joints are going to animate. It may help to have both skeletons open so you can compare side by side.