Hi,
I have some questions regarding animation retargeting. In our project, we want to reuse animations created for a male skeletal mesh (based on the UE5_Mannequin) on a female skeletal mesh that has different proportions. Currently, animations like reload sequences result in incorrect hand contact positions when played on the female character.
From what I understand, we have two main options:
Translation Retargeting
This might help align overall motion, but it likely won’t fix the incorrect hand contact. I was considering using the IK bones (which are children of the root) as IK effectors to correct hand placement, since IK bones shouldn’t be affected by the retargeting process. However, I assume this could cause arm stretching if the proportions differ significantly, and it probably wouldn’t solve hand or finger clipping issues.
If I go with this approach:
- What translation retargeting settings would you recommend applying to the skeleton?
- Should I be concerned about virtual bones being affected by the retargeting process?
IK Retargeter
Although both meshes share the same skeleton, I’m wondering if the IK Retargeter could still be useful in this case to compensate for proportion differences. I noticed that Unreal 5.6 added a new “Scaled Proportional Retargeting” option to the IK Retargeter, which might help reduce arm stretching.
If I choose this approach:
- Do I still need to use translation retargeting as well, or should I disable it?
- If it should be disabled, what’s the proper way to do that?
Given this setup, which approach (or combination of approaches) would you recommend to best preserve animation quality and maintain correct hand contact when reusing these animations across meshes with different proportions or are there maybe other options I haven’t considered?
Kind regards,
Van Brabant Maxim