Hello everyone;
Actually i have a problem in retargeting animations, i tried to retargets animation starter pack from UE_Mannequin to my Military character which is accessible in unreal market place, but there is problem with my character left hand, when my character hold the gun the left hand doesn’t look good, i know i retargeted animations correctly but i don’t know why this happen? it’s look like the hand rotate 360 degree!
Could anyone help me please?
Here is image of my problem:
This is a deep dive into the rigging and weight painting stage. One of the ways is to add an extra twist bone to fix the distortion based on the particular hand bone rotation.
Here, take a look at this basic fix.
Thanks for your replying, i don’t know very much about blender; i downloaded a character from unreal engine market place, should i import my character skeletal mesh to blender and then change that? or something else?
Hey, okay, can you post a screenshot of your RETARGET poses of each character side-by-side?
Hello!
So, when you open your IK RETARGETER, you should get them side-by-side this way:
If, however, that is how your character was posed, then you will DEFINITELY have retargeting issues. (Your character is T-posed, and the retarget is A-posed… but I need to see how they look in the retargeter.)
Okay, now, in the dropdown of CURRENT_RETARGET_POSE (it’s below your blue RTG icon, near the top left of the screen) there should be an option for DEFAULT POSE.
This is why it’s important:
Here, you can see, using the Manny/Mannequin pose the hand bones don’t quite align.
But when you change to DEFAULT, they do.
Because your screenshot does not show the bones, I cannot tell, for certain, if they are properly aligned. But if they aren’t that’ll be why the hand is twisting.
For reference, I’m using the default RTG UE4 → UE5.
The initial screenshot is just a candy wrapper defect.
Doesnt necessarily have anything to do with retargeting. It dpeends on where the animation came from…
Hey, MH_LA!
I actually had a similar issue, but when I did what I suggested above, the issue went away. Worth a look, I think.
Definitely is, but unless one is sure the animations in question don’t incorrectly rotate the hand bone results may vary quite a bit…
Hello again, i did that but still have the same problem
its look like the character hand wrist rotate 360 degree!
I tried different ways to retarget animations even used UE4, but i couldn’t fix the problem.
What surprises me is that all the bones look good except this one
How do the animations look when you retarget them to the UE5 default skeleton?
Make sure to use the UE4 → UE5 default RTG.
If the same thing occurs, it’s DEFINITELY an issue with how it was animated, like MH_LA mentioned.
IMO the issue is not the animation, but the custom bone orientation.
Try offsetting the wrist bone. You have the option to edit in the retarget window. If this work then it is very likely you’ll have this issue with every animation you try to retarget to it.
Ah, I was under the impression that the mesh was just a reskin of one of the default mannequins. Interesting, if true.
If the bone is somehow flipped 180 - but if that were the case, the fingers - which are linked to the hand bone in a proper model - would curl backwards.
Its possible that retargeting is mistaking the rotation somehow - but it’s rather doubtful since that is basically all retargeting is good for…
I mean, sure its unreal, and sure it fails at what its supposed to do around 99% of the time… but this would be a next level fail
Has to be either the model OR the animation at fault…
If I understand the problem correctly, this is what it looks like when retargetting a bone that is rolled 360.0 and child -360.0 to compensate:
Very similar to this:
It’s just a guess, though.
so do you know the solution for this? i still working on this but can’t fix the problem!