Stretched body parts in Metahuman animation after applying it

When I apply a working baked animation to a Metahuman inside a camera sequencer, it stretches some body parts (they remain in the position of the pre-animated figure). I have animated 2 other Metahumans this way and they did not do it. I cannot figure out what I did differently to cause this. Using UE5.2.

The problem is better explained in the 3 images here (shown out of sequential order, so follow the numbering) - Issue with stretched body parts in camera sequence - Album on Imgur

fixed it right after posting, the solution is to set keyframes in the animation sequence setup at start and end before baking it out (even though I am just posing them and not animating the Metahumans, this one needed it, the others didn’t for some reason).

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