I’ve imported a Daz character with the perfect DaztoUnreal from David and everything is working ok.
But after retargeting the animations form Manny or Quinn the landing animation always get the wrong X axis (gif below):
I’ve edited the landing animation by adding a Key in frame0 after rotation by 90 degrees in the X axis so I don’t understand why on earth is the locomotion system still doing this… any ideas?
you have the wrong management in your state machine, add a delay between landing animation to start and finish.
or split the 0.5 sec from the landing animation.
Thanks! Not sure how to do that but I will try. nevertheless, it seems strange being an issue in the state machine since its the one from the Third person Shooter template… the only difference is the daz character so I thought it should be something related to the bones (but not sure what…)