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I use mixamo animations to test and demo retargetting Our game doesn’t require so many of those extra mh bones and could use the simplified skeleton to help when it. When retargetting an animation to a metahuman in 5.6, i am getting very different results than in 5.5
I used an identical process to import the character and retarget the animation My impression is that both mostly share the “main” bones, only with mh having a lot of small, extra bones I realize that a manual retarget will resolve, but it is definitely worth reporting, and wondering if anyone else is experiencing this
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Hi all, i think it would really help small dev teams and solo creators if we had the option to generate a fully combined metahuman (head + body) with a single mesh/skeleton setup That also supports full facial animation and body animation Hello, is it possible to change the skeleton asset of an existing skeletak mesh For example, with the 15 mixamo character from the market place, can i change those to all use the same skeleton, so that they will share the same animation blueprint?
I just got 5.6.0 and wanted to use the skm_manny (not skm_manny_simple) However, it seems that only the simple version is available with the game templates How can i get the complete version of the skeleton The main reason i need it, is so the weapon_r and weapon_l bones are available and properly placed in the hierarchy.
Which skeleton, precisely, does metahuman use
I thought it used manny/quinn, but upon investigating the control rig, there are only three spine bones, as opposed to the current default set of five Been working with morph targets in ue for a while, but since the unreal 5.5 update with the import changes i have been unable to use the curve containers for the control rig Instead, a bunch of strange values for hip fire and calf_l_back_50 have been showing up This is despite them showing up and working as morph targets my whole character pipeline has been broken because of this so any help.
This might be a stupid question but… after i designed and assembled my metahuman i am presented with no skeleton for my rigged character How can i use this metahuman with an animation blueprint without a skeleton Am i supposed to assign a skeleton from a 5.5 mh or how/where do i get it’s skeleton from Am i missing something obvious
Hello nice guys and girls and inbetweens
Ue 5.3 now has a skeleton editor built in, and as a newbie i wonder if there is any tutorial outside somewhere showing how to build an animatable character from scratch in ue editor only As far as i understand, it should be possible without any external program now, right I would appreciate that very much Does anyone know, or have links to some tutorial resource, on how to make a metahuman body mesh use the new ue5 skeleton used by the manny & quinn mannequins
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