Trying to import a skeletal mesh from unity to UE4, to use with UE4 animation.
The skeletal mesh is well imported, but when i try to retarget my animation, i get a scaling problem with untargeted bones:
There are two noticable things in this picture:
- The approx size is huge (billion !)
- The wrong bones are all the 4rth bone of each finger, which are not used in the animation and don’t appear in the source rig (humanoid rig).
Is there a way to tell UE4 to forget about those unused bones ?
Just in case: the retargeting options are:
- pelvis: animation scaled
- All the others: skeleton