Stretching glitch on Metahuman hands after baking animation.

Hi, I am encountering an issue with the metahuman skeleton after baking an animation from sequencer. It seems these unused “meta bones” on the fingers are the problem. They will stretch to the root bone of my animation after baking. They don’t seem to have any animation data applied to them because they don’t exist in the metahuman control rig in sequencer. If anyone has encountered this issue please let me know. I’ve attached screenshots. I am fairly new to animating in unreal so I might be missing something obvious. Thanks.


I tried to bake my animation to FK Control Rig and keyframe out all the unused joints so that they were back and apart of the hand but after baking it still shows up like this.

SOLUTION/FIX for anyone in the future= I had to retarget the animation to a different skeleton/mesh and then retarget it back to metahuman and everything was working fine.

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Thank you for leaving the solution, I was having this same problem. Life saver!

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Thanks for the solution. I found a better fix. Simply select the bones that are stretched and do “Remove Selected > From LOD 0 and below.” This will prevent the bone from being rendered at all, eliminating the stretching without having to retarget the animations.

Thanks for this information, I was going crazy why this is happening :slight_smile: