I had recently acquired some animations that I wanted to start using in my project but I noticed that it would not let me retarget anything to (or from) the default skeletal mesh for the third person character. As a result, I created a new third person skeletal mesh, and was then able to retarget (and duplicate) all my animations and the animBP towards the new skeletal mesh. From a mechanical perspective, everything works well and the animations are running on the character.
My big issue though is that despite having rigged the new skeletal mesh as a humanoid, it seems to have zombified the skeleton up a bit and things do not line up properly anything like the original third person skeleton did. I have tried manually moving bones and such in place and saving, but it always seems to revert back - I am not sure what I am doing wrong or what I can take to fix the issue. Attached is a screen cap from my ‘new’ skeletal mesh which is sadly self explanatory.
Any thoughts on how I can get this new skeletal mesh to properly mimic the original third person mesh?