brisck1 (8/25/2017)
Cool, could you elaborate on your process a little more?
For example, I'm not understanding the "Map the bones" step. What exactly are you doing here?
How did you get the rig into that A-Pose? Did you do it manually?
Also bone names: how did you convert the mixamo naming conventions to UE4's?
Sorry if these questions are a little bit noob-ish, this is my first time delving into an animation pipelineHello,
(Happy to Share)
;)Note: Remember that part you didn't enjoy (retargetting in Unreal),
...this is NOT an EZ button... You MUST do this ONCE... to create the "Template" for ease of use LATER.
This is not the best way, but it works flawlessly for me.
Example:
(No Animation on Character)
~
Import the Unreal character (A POSE)~ Hide the mesh and "Helpers"
~ Select all of the "Bones"
"With all bones selected.... SET A KEY on them"Top Menu: Click the "Animation" tab and choose "SAVE ANIMATION."
Save it in you "sceneassets" folder.
Create (if you don't have one)... an "XAF" folder.
Save it in you xaf folder.
Save the file as (UNREAL A POSE).
Reset to a blank scene.
Load a "CC or ANY" character.
Select the BONES and from the top menu.... Animation - LOAD Animaiton
Load your new xaf file.
Map the Bones (Select the Root)... Now select the other Root.
(Select the X,Y,Z Tracks for Position, Rotation, Scale) ON BOTH SIDES)(Click the arrow) pointing RIGHT to LEFTRepeat to MATCH all bones
Result:
TPose to APose
POOF!
:cool: