I gotta say Stephen Udemy your courses on UE5 are HANDS DOWN the best I've found on any subject. They're so much more in depth and complete with no shortcuts taken and I've got upwards of 10 or 20 courses on unity, unreal and pure languages / frameworks. I'm really impressed and just wanted to say thanks!
Came to this video from the course and will be using this for retargeting from now on. Thank you so much for the fantastic, in-depth, step by step tutorial on this!
Thank you! It's been a while since I've messed with retargets, but UE5.4 had me thinking about animations again since they've introduced an easier system for retargeting. That being said... My project is too far to try and migrate it to a new engine version; I've tried, went horribly, isn't worth it for where I'm at. But now I just want to work on animations again.. So here I am, refreshing my brain, and your video made it so easy. You're awesome!
What an amazing tutorial on IK Retargeting. Love that you went through the whole process bit by bit. It can be repetitive for some, but it's the most effective way to really learn it. Thanks a lot.
Awesome video as always, Stephen! If anyone is unable to set the pelvis bone as the retarget root, note that you may need to create the IK Retargeter for your IK Rig. Once you do that, you should then be able to set the pelvis as the retarget root.
Great tutorial just like your epic C++ courses. You made C++ learning easier and more fun than even learning blueprints. Your courses are literal encyclopedias.. Thanks for sharing your knowledge ;)
Very professional tutorial ! From an Animation side of things couple of tips: 1. Don't rotate the forearms up to match. Forearms should only rotate in 1 axis, so if the arms look higher in the other direction, it will be a combination of twisting the upper arm and then rotating the forearm. (Unless the base animation is broken itself and has forearms that rotate in axis they shouldn't) 2. When matching the skeletons, if they are of similar size, keep them on top of each other and use different shading to closer match rotational values. Thankyou
Thank you for this amazing tutorial, i'm new to unreal and i thought of starting with Unreal 5 but I have been struggiling to find tutorials on retarting and animations and I was struggling from 2-3 days to learn how to retarget A pose animations to T pose and I had no idea it was so easy and the way you explain everything in detail is very helpful. Great tutorial !!
This is an *amazing* tutorial, and the hour of education simply flies by because of your teaching skills. Thanks so much for the guide, Stephen! Here’s my summary of the lesson to cement my own understanding. * You have animation assets, perhaps from the Marketplace or Mixamo, that you want to apply to skeletal (character) meshes of your own * To do this, * Understand that an IK rig is an asset that defines a collection of bone chains * Create an IK rig A for the original animation’s skeletal mesh. * Create an IK rig B for your desired skeletal mesh * Create an IK Retargeter asset that maps A to B. This places the original character and the desired character side-by-side for comparison. * In this retargeter asset, you can tweak the default pose for each animation in order to perfect the animation retargeting. * Once tweaked, you can export animations, which will create new animation assets for the retargeted animations. * Good sources of animations: * The animation starter kit from the Marketplace * Mixamo (gold mine)
I wasn't able to see the bones in the viewport. I had to click Character -> Bones -> All Hierarchy to get it to look closer to what Stephen's view does so I could click the bones on the mesh instead of selecting them in the hierarchy. This tutorial is amazing, btw. I feel like a real rigger.
Jeez. This is the best animation tutorial for beginners. I've watched some other videos on this topic but they don't really explain what these things are or why it is.
This video is great, really informative and useful and it filled in a few blanks for me as I've been trying to fully get to grips with this process for a little while now. Much respect and appreciation!
Although the new system is more work at first, it's totally worth the end result. I considered using lyra, or the new third person template for a multiplayer project. But building everything from the ground up is again more work at first but totally worth it. That's why I believe you're ground up approach is the better way. Good job and keep it up. 👍
Killer work, loving the course. It's worth noting the IK Retargeter uses "fuzzy" string matching, so capitalization and some word ordering can be a little off when it tries to guess the chain mapping. You should try to be consistent, but you don't need to remove a trailing number for every number chain, they'll match fine as long as left and "pinky/middle/ring" are in the name for example. Also, I found when retargeting the UE Mannequin to Mixamo characters you may want to just skip the root/pelvis chain and set it to none on the mapping, this seemed to fix a lot of vertical offsets or weird spinal issues for me.
In the latest version of UE at the time you won't be able to pick your skeletal mesh when creating new IK rig. Instead you can right click on the mesh and select create -> IK rig.
It s a little bit time consuming task to create all chains... Is there any way to create all those chains automatically? I think we didn't need so much work in UE 4 to retarget animations...
Thanks Stephen. Much appreciated. I have all your courses on Udemy. Is there any chance of a c++ third person RPG/Souls kind of course in the future? Your take on that would be very interesting.
@@DruidMechanicsGameDevelopment That would be very awesome and this was a great tutorial. I am also another person who owns all of your Udemy courses and glad to see you have joined the Gamedev tv crew as well. Hope we see something RPG like with a future release from you as I am sure it will be a masterclass. Keep up the grand work. I think I will have to join your patron next.
Hey I tried to do this for the paragon wraith character on the marketplace however there is an issue when retargeting the UE5 manny run forward animation to the wraith character where it moves the character forward in the animation instead of running in place. I have tried everything but can't find a solution for this. It looks perfect in the preview window in the retargeter but issues when exporting.
Good tutorial. Thank you. Can you please explain how to change the Pose of the Source? I want to put the Source into T-Pose, but without the FK of that carrying over and affecting the Target. Simply, How to put Source rig in T-Pose. Thank you
I didn't realize they overhauled animation retargeting in Ue5. I found myself here after I couldn't figure out why the familiar menu's for retargeting weren't there. New system looks better, but it is going to take me a bit to learn it.
Greatest retarget in unreal content I’ve ever seen! Already got the course, thanks for the amazing work. One quick question though, what if the retarget was the other way around, like from Mannequin Skeleton to Mixamo instead?
@@DruidMechanicsGameDevelopment awesome! Thanks for the tip. I don’t see people retargetting from Mannequin to other rigs, just the other way around so I thought it wasn’t possible back then…
I'm about 15 minutes in, and I'm just curious if there is a better way of using this method within Unreal 5.2. It seems similar so far, but there are some new things like chain goals and it auto naming everything for me, I'm just curious to see what's changed if anything. Thank you for this either way, I'm getting very invested in your course as someone coming from Unity due to their poorly made multiplayer codebase.
I was able to do this but when I “show collision “ it’s always the invisible mesh collision I see. How can I change the collision to the visual character not the original invisible character
Thanks for the tutorial. Most of the animations look fine but when the character crouches or falls down the legs come up instead of the body going down. E.g. with the death animation, my blaster ends up on the floor at hip level instead of at feet level. Any ideas?
actually it's because you messed up with the IK set up, you probably missed the root IK retarget set (thats why I missed and It fixed everything once added)
Hello, I would like to ask when I try to rotate the target bone in edit pose to make it same as the IK source, but the target bone remain the same (it doesn’t rotate at all even the angle is already changed). Would you mind to give me some advice? I would really appreciate.
I got to the 28:00 okay, but when I tried to compare the idle poses, the Druid character's right arm was bent behind his torso, compared to the mannequin on the left. Same will every other pose I tried. I double-checked the chains and re-did them several times. Any thoughts? Could a bone have gotten flipped around or inverted somehow?
Same issue here (using belica from the shooter course) I've double/triple checked chain names and I dont see any issue or typo, not sure what is causing this...
@@DruidMechanicsGameDevelopment Thanks, it's just as you said on discord, I just need to keep editing the pose bones until it looks similar. I got it looking the same now 👍
Hello I don't understand, in the previous video on Udemy, your Blaster project don't have the Unreal Learning Kit in it, and now it is, I feel like something is missing at the beginning of the video :/
I found the solution by looking the outdated video on Udemy, but the animations imported for the XBot are not imported like animations, but like skeletons mesh /: I will put a capture on Udemy
What do I do when the target character does the animations but is pinned in place by the root bone? For example a crouching animation will work fine on the source model but the target model will float in the air and lift his legs instead. Every solution I've found in google straight up just doesn't work for me. Please help!
hey man, just a minor hiccup. I cant seem to move any bones when I'm editing my pose. any idea what's the problem? I can see the gizmo for editing and select any bones, but when I rotate it the bones won't move.
Overall this method is way better than the old one. Although for some reason i don't know what i did after exporting the retargeted animations, my blaster character lost both its hands.
Anyone having trouble with the fingers? I have retargeted the UE5 mannequin and one from Mixamo and they both have fingers that are bent backwards. I can generally fix it by bending the fingers in Edit Pose... just feel like I am doing something wrong.
You did create a chain for the middle finger, you just had named it incorrectly. I'm going to assume that would be why the chain wasn't picked up. (Not sure if I used correct terminology.)
So mixamo doesnt have a clavicle... do we skip it, do use spine2, or do we use spine2 && shoulder as clavicle per side? Edit: Upon Further inspection for anyone else with mixamo confusion... left shoulder, right shoulder count as clavicle Edit Edit: Watch entire video... lol
Hello, I am following the course on udemy and everything is great so far. I am stuck on a problem now where the retargeting matches the character but the target of the IK is floating above the ground. (UE5 default mannequin is grounded but the Game start character is floating doing the animation) Did anyone manage to fix this?
Unfortunately for me when I try to export at 35:00 , the editor crashes, I've tried to restart the editor and delete the cache folders too but it crashes everytime with the error: Assertion failed: OutPose.IsNormalized() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 1461] UnrealEditor_Engine!UAnimSequence::GetAnimationPose() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1461] UnrealEditor_Engine!UAnimSequence::BakeOutVirtualBoneTracks() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:2460] (Using the belica character)
If someone else is having this issue, I finally solved it. If this happens to you, it means during the process of Editing the pose something went wrong (sometimes you'll see visual glitches on the mesh like fingers dispearing or becoming deformed). If this happens just press "Reset Pose" and do it from the start again. After that it will export with no crashes
@@newk3380 Thanks a bunch! This worked for me. At some point during the first run, I noticed I switched around 2 of the chains on the left hand's fingers and I corrected it in the middle of setting up the animations, so I'm assuming that's what caused it.
I gotta say Stephen Udemy your courses on UE5 are HANDS DOWN the best I've found on any subject. They're so much more in depth and complete with no shortcuts taken and I've got upwards of 10 or 20 courses on unity, unreal and pure languages / frameworks. I'm really impressed and just wanted to say thanks!
Thank you Dylan :D
This is by far the most useful and fantastically to follow tutorial on this. Thank you for sharing your knowledge!
Came to this video from the course and will be using this for retargeting from now on. Thank you so much for the fantastic, in-depth, step by step tutorial on this!
If you're using Unreal Engine 5.1 like myself you can find the option for bones under Character Options and Bones at the top of the viewport :)
You da man
@@ericw9471 Happy to help :]
Damn i was about to download 5.0 cause i thought something was wrong. Thanks bro
Thank you! It's been a while since I've messed with retargets, but UE5.4 had me thinking about animations again since they've introduced an easier system for retargeting. That being said... My project is too far to try and migrate it to a new engine version; I've tried, went horribly, isn't worth it for where I'm at. But now I just want to work on animations again.. So here I am, refreshing my brain, and your video made it so easy. You're awesome!
14:30 - you can right click and use "mirror" instead of having to do every side
What an amazing tutorial on IK Retargeting. Love that you went through the whole process bit by bit. It can be repetitive for some, but it's the most effective way to really learn it. Thanks a lot.
Came from your unreal engine 4 shooter course on Udemy. Thank you for such a detailed and easy-to-follow guide!
This is by far the best explanation for this topic on youtube. Great Job! I will definitely be subscribing!
Awesome video as always, Stephen! If anyone is unable to set the pelvis bone as the retarget root, note that you may need to create the IK Retargeter for your IK Rig. Once you do that, you should then be able to set the pelvis as the retarget root.
Great tutorial just like your epic C++ courses. You made C++ learning easier and more fun than even learning blueprints. Your courses are literal encyclopedias.. Thanks for sharing your knowledge ;)
Very professional tutorial !
From an Animation side of things couple of tips:
1. Don't rotate the forearms up to match. Forearms should only rotate in 1 axis, so if the arms look higher in the other direction, it will be a combination of twisting the upper arm and then rotating the forearm. (Unless the base animation is broken itself and has forearms that rotate in axis they shouldn't)
2. When matching the skeletons, if they are of similar size, keep them on top of each other and use different shading to closer match rotational values. Thankyou
The 2nd tip is so simple but so powerful. I didn't think of that myself since i moved it over to the side and never critically thought about that.
Thank you for this amazing tutorial, i'm new to unreal and i thought of starting with Unreal 5 but I have been struggiling to find tutorials on retarting and animations and I was struggling from 2-3 days to learn how to retarget A pose animations to T pose and I had no idea it was so easy and the way you explain everything in detail is very helpful. Great tutorial !!
This is an *amazing* tutorial, and the hour of education simply flies by because of your teaching skills. Thanks so much for the guide, Stephen!
Here’s my summary of the lesson to cement my own understanding.
* You have animation assets, perhaps from the Marketplace or Mixamo, that you want to apply to skeletal (character) meshes of your own
* To do this,
* Understand that an IK rig is an asset that defines a collection of bone chains
* Create an IK rig A for the original animation’s skeletal mesh.
* Create an IK rig B for your desired skeletal mesh
* Create an IK Retargeter asset that maps A to B. This places the original character and the desired character side-by-side for comparison.
* In this retargeter asset, you can tweak the default pose for each animation in order to perfect the animation retargeting.
* Once tweaked, you can export animations, which will create new animation assets for the retargeted animations.
* Good sources of animations:
* The animation starter kit from the Marketplace
* Mixamo (gold mine)
your content is some of the best on the entire internet
Excellent. Your courses on Udemy are brilliant as well. Best information out there for people trying to learn Unreal Engine 5.
I love how 1 video adds SOOOO much value. Its really crazy.
Man, I’ve been looking for something like this. Thank you.
MILES above the previous workflow, thank you so much for explaining this clearly
I wasn't able to see the bones in the viewport. I had to click Character -> Bones -> All Hierarchy to get it to look closer to what Stephen's view does so I could click the bones on the mesh instead of selecting them in the hierarchy. This tutorial is amazing, btw. I feel like a real rigger.
Everytime he said "Retarget" I shivered 😬😂
Good tutorial!
Jeez. This is the best animation tutorial for beginners. I've watched some other videos on this topic but they don't really explain what these things are or why it is.
This video is great, really informative and useful and it filled in a few blanks for me as I've been trying to fully get to grips with this process for a little while now.
Much respect and appreciation!
best video I've seen on this topic
Thanks. Came straight here from shooter animation target section. Thank you really for making that course and these video.
Worked perfectly. Thank you so much for the wonderful course, it's the best on Udemy.
Excellent tutorial. Best I have seen of hundreds on UE5.
would love to see a video about the skeleton retarget options, such as animation scaled etc, and best practices for humanoid characters
this tutorial demystified the re-targeted for me, so good, this should be pinned on unreal engines homepage. =]
Although the new system is more work at first, it's totally worth the end result.
I considered using lyra, or the new third person template for a multiplayer project. But building everything from the ground up is again more work at first but totally worth it.
That's why I believe you're ground up approach is the better way. Good job and keep it up. 👍
Just finished this video as a part of your tutorial on UDEMY. Really nice man.
Maan, it is so nice that the UE5 has this system now to retarget animations. Happy to look at how Unreal Engine getting better and better !) 😊😊😊
Dude, you are fantastic!
Ty a lot for this video!
Killer work, loving the course. It's worth noting the IK Retargeter uses "fuzzy" string matching, so capitalization and some word ordering can be a little off when it tries to guess the chain mapping. You should try to be consistent, but you don't need to remove a trailing number for every number chain, they'll match fine as long as left and "pinky/middle/ring" are in the name for example.
Also, I found when retargeting the UE Mannequin to Mixamo characters you may want to just skip the root/pelvis chain and set it to none on the mapping, this seemed to fix a lot of vertical offsets or weird spinal issues for me.
Thanks!
removing the Root chain fixed some issues thanks!
Omg! Thanks a lot! I've been trying to find what caused my animations to look weird and that's it!
Hey Druid, "Why do you make LEG chains which end at the TOES?" Since leg IKs in any other situation would go from top of leg to ankle/foot ? Thanks
In the latest version of UE at the time you won't be able to pick your skeletal mesh when creating new IK rig. Instead you can right click on the mesh and select create -> IK rig.
Nice vid! You did have the middle finger retargeted in the mixamo section, it was just named incorrectly, Ring0 I think it was
Thank you for the great tutorial! Unreal Engine is really complex, there's a lot of information to take in.
Excellent video! So much value to be found here. Thanks you
It s a little bit time consuming task to create all chains... Is there any way to create all those chains automatically?
I think we didn't need so much work in UE 4 to retarget animations...
Thanks Stephen. Much appreciated. I have all your courses on Udemy. Is there any chance of a c++ third person RPG/Souls kind of course in the future? Your take on that would be very interesting.
Oh yes most definitely!
@@DruidMechanicsGameDevelopment can’t wait. Your videos are the best.
@@DruidMechanicsGameDevelopment That would be very awesome and this was a great tutorial. I am also another person who owns all of your Udemy courses and glad to see you have joined the Gamedev tv crew as well. Hope we see something RPG like with a future release from you as I am sure it will be a masterclass. Keep up the grand work. I think I will have to join your patron next.
Awesome! Its awesome, and you know what you're awesome, just awesome!
This tutorial is top 2 and it aint 2 ! well done !
Amazing tutorial. Fixed every single issue I was having. Thank you!
Hey I tried to do this for the paragon wraith character on the marketplace however there is an issue when retargeting the UE5 manny run forward animation to the wraith character where it moves the character forward in the animation instead of running in place. I have tried everything but can't find a solution for this.
It looks perfect in the preview window in the retargeter but issues when exporting.
Wow, what an amazing video. Thank you so much. Please keep them coming :)
Very Detailed. Thank you.
Many thanks for that great tutorial. Very nice pacing and actually kinda calming. Great stuff!
thanks a bunch - really cool and very clearly explained :)
Thank you very much for a well done and well explained tutorial!
Good tutorial. Thank you. Can you please explain how to change the Pose of the Source? I want to put the Source into T-Pose, but without the FK of that carrying over and affecting the Target. Simply, How to put Source rig in T-Pose. Thank you
I didn't realize they overhauled animation retargeting in Ue5. I found myself here after I couldn't figure out why the familiar menu's for retargeting weren't there.
New system looks better, but it is going to take me a bit to learn it.
Greatest retarget in unreal content I’ve ever seen! Already got the course, thanks for the amazing work. One quick question though, what if the retarget was the other way around, like from Mannequin Skeleton to Mixamo instead?
You would make an IK Retargeter for the other mesh!
@@DruidMechanicsGameDevelopment awesome! Thanks for the tip. I don’t see people retargetting from Mannequin to other rigs, just the other way around so I thought it wasn’t possible back then…
I'm about 15 minutes in, and I'm just curious if there is a better way of using this method within Unreal 5.2. It seems similar so far, but there are some new things like chain goals and it auto naming everything for me, I'm just curious to see what's changed if anything. Thank you for this either way, I'm getting very invested in your course as someone coming from Unity due to their poorly made multiplayer codebase.
I was able to do this but when I “show collision “ it’s always the invisible mesh collision I see. How can I change the collision to the visual character not the original invisible character
Amazing stuff!! Easily bought Patreon!
Thank you for your support!!!
You are the best Stephen, I dont like your code refactor, but you are the best out there.
thanks, I think...
Thanks for the tutorial. Most of the animations look fine but when the character crouches or falls down the legs come up instead of the body going down. E.g. with the death animation, my blaster ends up on the floor at hip level instead of at feet level. Any ideas?
actually it's because you messed up with the IK set up, you probably missed the root IK retarget set (thats why I missed and It fixed everything once added)
Thank you very much for making this kind of content!
In unreal 5.1, there's a new popup shows up, saying "Add goa lto end bone?". Should we just press no or have to add it?
Hi, really great session, thanks.
Question, is your Patreon UE5 C++ course the same as your course on Udemy?
Regards, Nick
Hello, I would like to ask when I try to rotate the target bone in edit pose to make it same as the IK source, but the target bone remain the same (it doesn’t rotate at all even the angle is already changed). Would you mind to give me some advice? I would really appreciate.
thank you so much, proper teaching !
I got to the 28:00 okay, but when I tried to compare the idle poses, the Druid character's right arm was bent behind his torso, compared to the mannequin on the left. Same will every other pose I tried. I double-checked the chains and re-did them several times. Any thoughts? Could a bone have gotten flipped around or inverted somehow?
You might have misspelled a chain name or it didn't get mapped in the IK Retargeter. I'd check that.
Same issue here (using belica from the shooter course) I've double/triple checked chain names and I dont see any issue or typo, not sure what is causing this...
@@newk3380 You'll need to join my Discord to discuss a solution please
@@DruidMechanicsGameDevelopment Thanks, it's just as you said on discord, I just need to keep editing the pose bones until it looks similar. I got it looking the same now 👍
@@newk3380 hey can you message me Nick.#1343
Thank you very much. This really useful
Hello
I don't understand, in the previous video on Udemy, your Blaster project don't have the Unreal Learning Kit in it, and now it is, I feel like something is missing at the beginning of the video :/
I found the solution by looking the outdated video on Udemy, but the animations imported for the XBot are not imported like animations, but like skeletons mesh /:
I will put a capture on Udemy
Okay I found the solution, I downloaded assets with skin, and I should not, sorry :/
Thanks for this video.
Hello, please can you explain why you do not include the twist bones as chains?
same question.
What do I do when the target character does the animations but is pinned in place by the root bone?
For example a crouching animation will work fine on the source model but the target model will float in the air and lift his legs instead.
Every solution I've found in google straight up just doesn't work for me.
Please help!
if charcter rig not has root born of bottom, delete 'Root' retaget name at pevis. in my case it solved
Amazing!!! Great tutorial!!!
Thanks, this was great
Super useful....thank you!!!
hey man, just a minor hiccup. I cant seem to move any bones when I'm editing my pose. any idea what's the problem? I can see the gizmo for editing and select any bones, but when I rotate it the bones won't move.
Hey. Got any solution?
@@vishwaksenreddy448 same problem ... half an hour later I found out that I didnt set the retargeting root in my own model, that solved it
Overall this method is way better than the old one. Although for some reason i don't know what i did after exporting the retargeted animations, my blaster character lost both its hands.
can you show us how to use the ik goals?
In a future tutorial
thank you, i subscribed.
I followed your steps and every time my character comes out with a broken head how can I fix it please show me
Make sure the Head chain is linked in the IK Retargeter
Anyone having trouble with the fingers? I have retargeted the UE5 mannequin and one from Mixamo and they both have fingers that are bent backwards. I can generally fix it by bending the fingers in Edit Pose... just feel like I am doing something wrong.
have same problems and just with one arm. Did you found solution ?
Many thanks💖
Thanks 😊 I learned alot
You did create a chain for the middle finger, you just had named it incorrectly. I'm going to assume that would be why the chain wasn't picked up. (Not sure if I used correct terminology.)
Ah okay, yeah I was like I thought I did, lol
@Charles Iroegbu ah I must not have named it and it had that default name
So mixamo doesnt have a clavicle... do we skip it, do use spine2, or do we use spine2 && shoulder as clavicle per side?
Edit: Upon Further inspection for anyone else with mixamo confusion... left shoulder, right shoulder count as clavicle
Edit Edit: Watch entire video... lol
amazing tutorial !
How about twist bones? Shouldn't retarget them?
If both skeletons don't have them, don't include them in your chains. Same for metacarpal.
Thank you so much
The greatest!
All I want in life, is to one day be able to simply drag and drop a preexisting rig on an OBJ and it snaps to corners of the mesh.
The best!
I Love You
55:32
oh, there is miss named RightRing_0 for right middle finger chain! >_
Your voice is so buttery just wanna let you know
I just bought your Udemy course, looking forward to completing it!
Thank you Billy!
Hello, I am following the course on udemy and everything is great so far. I am stuck on a problem now where the retargeting matches the character but the target of the IK is floating above the ground. (UE5 default mannequin is grounded but the Game start character is floating doing the animation)
Did anyone manage to fix this?
wow.
Sometimes I feel a little bit retargeted.
Hello, can I hire you?
I'm sorry, I'm just too busy to take on hired work at this time.
@@DruidMechanicsGameDevelopment thank you for the answer!
Best
Unfortunately for me when I try to export at 35:00 , the editor crashes, I've tried to restart the editor and delete the cache folders too but it crashes everytime with the error:
Assertion failed: OutPose.IsNormalized() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp] [Line: 1461]
UnrealEditor_Engine!UAnimSequence::GetAnimationPose() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1461]
UnrealEditor_Engine!UAnimSequence::BakeOutVirtualBoneTracks() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:2460]
(Using the belica character)
If someone else is having this issue, I finally solved it. If this happens to you, it means during the process of Editing the pose something went wrong (sometimes you'll see visual glitches on the mesh like fingers dispearing or becoming deformed). If this happens just press "Reset Pose" and do it from the start again. After that it will export with no crashes
Thank you, brother. I also encountered this error and it bothered me for a long time.
@@newk3380 Thanks a bunch! This worked for me. At some point during the first run, I noticed I switched around 2 of the chains on the left hand's fingers and I corrected it in the middle of setting up the animations, so I'm assuming that's what caused it.