Hello,
It’s not a question about an issue but about to understand what it happens exactly when importing a character and assigning it another skeleton. Let me explain more concretely :
I’ve imported a character and given him another skeleton in order to animate him. The given skeleton is the Advanced Locomotion System Mannequin skeleton : See picture 1 below.
I made very short arms to my character just to see what UE gonna do… I was pretty sure that my character would be stretched because the arms mesh will follow the skeleton that I assigned to the character (which is longer), since I didn’t retarget the skeleton neither the animations. I was pretty sure that the arms will follow the arms’ bones of the ALS_mannequin.
Though, it’s like UE did a retarget while I DIDN’T retarget NOTHING ! I just selected the ALS_Mannequin_Skeleton then click on ALS_AnimBP in the Mesh BP > Skeletal Mesh > Post Process Anim Blueprint, here : See picture 2.
Finally, I selected my character’s mesh in the viewport of the ALS_Mannequin BP class… Here is the result once I did this :
In the first gif, you can see my character mesh and his skeleton in one tab, then his “active skeleton” (if I understand the thing well…) in another tab, with the ALS_mannequin blue mesh. Then when I play, you can see the arms (and the entire character, I presume…) have been like automatically retargeted… But I repeat : I didn’t retarget nothing !
So… Does UE make some kind of “auto-retarget” when giving to a character another skeleton than his proper base skeleton during the import ? And so it’s useless to do some retarget with the “traditionnaly way” (right click on the Anim BP or an animation asset and click “Retarget…”) ? I’d like to understand what UE does exactly when I give another skeleton to my character because it’s intrigues me very much… I’m rather confused…