Hi how to do this using the new UE 5.3 Skeleton Editing tools?
How to remove, delete or otherwise get rid of the UE4_Skeleton bone that is above the root using the new UE 5.3 Skeleton Editing tools?
I have a character that I’m streaming mocap too. Its fine in editor. When I do a level sequence recording it’s fine until I go to the recorded anim sequence to playback. Then recording is on its back.
I am sure its to do with the root being in the wrong rotation somehow. I had hoped that the new tools would help me fix this but they dont seem to. I set the Rotation to 0,0,0 then Accept. Then the skeleton lies on its side, somehow 90 wrong.
All the children rotate with the bone or something even though Orient Children is deselected.
I’m not able to delete the Ue4_Skeleton bone unless I’m missing something. I have tried disconnecting it first
Seems like this is better for resetting unwanted bone transforms
Rclick on slected bone
Ok so the solution ended up being use Akeytsu to delete the UE4_Skeleton Node.
Then I could use the Skeleton editing tools to disconnect the Pelvis, then set the Root Rotation to 0,0,0 then I hit Accept and that seemed to do it.
(I did not seem to need to reparent the Pelvis to the Root, it happened when I hit Accept. (I would have assumed I would have to do reparent it))
Other things I tried were rotating the Skel mesh in Blender- that brought in Skeleton with huge massive bones, so to fix that, then I tried using the Unreal Blender Add on - Send to Unreal. You get it from Github and watch the video here, carefully to set it up. Various Unreal plugins need applying.
In the end I needed to change the default Push Settings from Blender to Unreal like so - otherwise my skelmesh came in upside down with an extra bone added.
So another whole day of trying hundreds of things out, because like always with mocap if something, can be rotated 90 degrees on X, Y or Z then it will be with 80 combinations that are just wrong, an no obvious way to fix