I’m trying to use the default ue5 mannequin control rig to make animations in the level sequencer and then bake to linked animation sequence. The animations in the level sequencer look fine, but after baking to a linked anim sequence, many of the bones seem to not move resulting in a very deformed animation!
It seems that bones which do move in the level sequencer simply stay put after being baked!
Feels like a local / global space problem since many bones are staying put relative to the body control bone (which is the only bone moving in the animation)
Ok I found the solution:
The problem is that there are extra bones in the ue5 manny skeleton which seem to “not apply to the mesh” and you can’t control them in the control rig, but then when you bake the animation they persist and mess everything up.
The solution:
You can’t use the ue5 manny skeleton because of these bones, and subsequently the “out of the box” control rig. Instead you will have to make a new control rig that is based on the manny_simple mesh. Once you make this rig, you should see way less bones in the viewport and this means you are using the correct skeleton (even though technically they are all the same skeleton).