We are trying to create a worflow where we can retarget some MoCap animations onto a Metahuman rig with Advanced Skeleton in Maya, everything works well. But when we import the MetaHuman Rig with the new retargeted animations in Unreal, as an animation sequence with the MetaHuman_Base_Skeleton, the MetaHuman always have the same wrist issue, where the mesh breaks ONLY on the right wrist, this happen with any type of body from metahuman, any height, weight…
Hi. Are you doing the retarget in Unreal or in Maya with HIK? I am somewhat familiar with the advanced skeleton system in Maya but I would recommend retarget in Unreal as the preferred method.
What skeleton are your mocap animations using?