This post was from 2018.
a lot of things have changed since.
As far as addressing the original question, it’s pretty simple now.
- export the mannequin.
- open the maximo base mesh in a new blender file
- copy the mannequin to the maximo file - copy the pose best as you can, make the maximo pose fit the mannequin.
- apply the pose form the wrench tool tab. This will make the mesh freeze onto the pose you setup.
- copy the maximo armature to the mannequin file.
- remove the maximo bones.
- spend a few minutes to several hours renaming the vertex groups to match the unreal skeleton. - create an armature modifier and select root as the armature. Parent the 2 - manually without any groups.
- export the FBX.
- import to engine - select the existing skeleton.
done. No retargeting needed.
If instead you want to actually get work instead of spending a few hours on renaming vertex group and the whole process, in 2020 you can actually use retargeting. It works quite well. Even if generally those animation packs often sport some bad bone positions that cause issues.
For the curves you can use my plugin to work on them in blender as well…
http://mosthostla.com/gamedev/ue4curves/