I am hoping someone with experience in animation retargeting can help with an issue in retargeting animations from default epic skeleton in Unreal 4.8.3 over to the standard max biped skeleton.
I have setup the humanoid rig for both the default epic skeleton provided by the “AnimationStarterPack” and also for the MAX Biped skeleton.
I followed the following article when setting up the rig;
When retargeting any animation, the lower extremity of the Max Biped character (below waist) ends up sinking into the ground when the animation is playing (this happens to every retargeted animation). The animation plays fine but character ends up sinking below ground.
The character’s left hand is twisted and stretched when retargeted animation is playing (for example walk_fwd_rifle_IronSights)
(See attachment anim_2)
I have also included the rig setup I am using (attachment rig_1 through rig_5).