Retargetting additive animations don't work correctly, what i'm doing wrong?

In the default Third Person template we have one animation named MM_Land is the only one that have the “Additive Animation Type” set to “Local Space Base”

I’ve prepared the IK Retargeter and I’m checking source and target skeletons side by side. This animation play correctly in the Retargeter preview screen.

yet once i export directly the animation, or I’m using the retarget window this Land animation ends up with a wrong rotation. is flat on the floor, parallel with the floor. All other animations, the walk, run, all are perfect. except this one.

the only difference I see is that it has this additive animations option and the other ones do not have it.

What could be? how could I fix this? Why I’m so unlucky and finds all these annoying little stuff that happens only to me :sob: :weary: :tired_face: :sweat: :triumph:

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The IK Retargeter is currently bugged on 5.0.2, and does not retarget additive ref poses correctly. See https://github.com/EpicGames/UnrealEngine/pull/9119 . The fix in the PR was already merged but was not shipped in an official release yet.

ah good to know. Thank You. We just need to wait for unreal 5.03

In the PR I described how you can use the fix without rebuilding the engine from source, you dont have to wait for the next release.

Can you give me more details? Where I can find the solution? I don’t know what PR is

I was referring to my Pull Request. I meant the following that I described there https://forums.unrealengine.com/t/ue5-ik-retargeter-maps-base-pose-animations-to-empty-retargeting-alsv4-to-metahuman/533030/2:

You don’t have to rebuild your full engine to apply the fix. It is enough to copy this directory https://github.com/EpicGames/UnrealEngine/tree/a6be5072e634a4974376d077542bbd1647ea1fe8/Engine/Plugins/Animation/IKRig (version 5.0.1) to your Projects Plugins directory and recompile your project. The plugin in the project will be used instead of the engine one.

You can also use the IKRig source from your engine version and apply my fix manually.

Ok I will check this. Sorry :slight_smile: but I’m not too good with all this stuff. Lot of knowledge to have and so little time :upside_down_face: