I have followed many tutorials on importing Mixamo xbot skeletal mesh and animations and retargetting them to UE5.0.3 Mannequin but the end result is always an animation with distorted arms and legs (see screenshot). This happens when I import and retarget Mixamo to DAZ character (V4.15) using Daz-to-Unreal bridge and custom retargetter as well - same distortion.
Has anyone seen this before or knows the root cause ?
the daz character has to get the mixamo mesh first before going to unreal
remove the daz skel before uploading the model to mixamo and use the mixamo rig and anims only, then follow the tuts.
It will absolutely not work if there are still bones left from the daz rig.
retargeting the daz skel is much different, more bones need adjusting and remapping.
Thanks @christuusgnosis I will pursue that - any idea though why a straight Mixamo xbot to UE5.0.3 Mannequin animation retargeting would produce the skeletal distortions (ignoring DAZ for now)?
You have to watch the vids
its because of there being an extra pelvis a leaf bones
a daz model is much worse
mixamo needs all the bone changed to one setting and 2 set to a specific setting with the pelvis remapped to spine 2 or something
its a simple fix and you can save the retarget for future mixamo anim imports.
They should include retargeters for mixamo, dax and iclone imho