I made a new unreal 5.6 project, created a new metahuman character and exported a UE Optimized version. I’ve literally been searching for hours trying to find the exact location where the corrective bones (eg. upperarm_bicep_l) are being controlled from. I just can’t seem to figure out what controls these bones. I was able to figure out that it has something to do with the ABP_Body_PostProcess animation blueprint (probably). But there’s nothing in there that might modify those bones. Can anyone shed some light on this?
The reason I’m searching for this is because I’m trying to bring in a Character Creator (CC) character into unreal. While I feel like the facial animations are better in the CC characters than in metahumans, the body animations are clearly better in metahuman (because of the corrective bones). If I can figure out where these bones are controlled from, it shouldn’t be too difficult to adjust the CC character’s rig. Then I’d have the best of both worlds (in my opinion). They already use the same control rigs for both body and animation. But I’d just like to know where those bones are driven from before I dive into houdini and start hacking away.