RetargetEditor Character Armature puts him way too high up in the air

Good day. I made this Character in Blender and I tried importing it in the Unreal Engine Motion Matching Animation Sample to try and replace the Character in there with mine. I made the Rig in Blender and I exported it and imported it in UE.

I made a IK Retargeter to retarget the Animation from the Base Character to mine but for some reason my Character is floating MILLES above where he should be. It must be because of some problem with the Root bone, most likely because of the way my rig is setup, I havent done this in a while:).

Any suggestions would be appreciated!

Here are some pictures:

The Problem:


Distance:


Skeletal Mesh of my Character:

Alright so after working on this the whole day I managed to make it work, unfortunately I had to remake the Rig because that lead to the Problems happening. I do not know exactly what caused it but I believe the scale of the Rig was being perceived as immense when i imported it into unreal even though in Blender I made sure to make the scale be proper. The main problem seemed to lie in the hierarchy of the Bones, the Root bone was problematic because the IK Retargeter used the Root bone as Retarget Root so my character root and the Root of the Source Character where not maching which lead my Character to floating around all over the place while playing any animation.

I used a free addon called Game Rig Tools to Rig the character at first which lead to this problem, not because the addon is bad but because I just missunderstood how it works. I made the Rig again and now everything is functional.

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