I work in Motion Capture and have been trying to move as much of my pipeline into UE5 as possible for better day-of-shoot visibility on a range of game assets. A current barrier to using the IK Retargeter to replace all retargeting done in other software is that you cannot (I think?) resize the source skeleton’s retarget pose to use an actors A pose and bone proportions. If livelink data coming from systems like Vicon and MVN (that leverage actor bone length estimation for better solve accuracy) is piped directly into an IK retarget setup for the Vicon or MVN skin and the intended game character, the result is kinda swimmy depending on how great a difference there is in the base skel mesh for Vicon/MVN vs the streaming proportions of the actor. If I could use a pose asset directly from the actor and their bone proportions were not overridden to the skel mesh default I could eliminate clunkier retargeting to the mannequin skeleton in other softwares first and more effectively leverage IK options in UE to produce a final deliverable solve thats accurate live on stage and in post.
Thanks!