If you choose to retarget to your own character that's fine. The Quick Answer is that it wouldn't benefit you for me to do that.....if you want to know why then just keep reading. The common misconception is that if you have the same skeleton you won't need to do anything but replace the skeletal mesh in the blueprint and BAM!! It looks the same on your character....that's not how it works though due to slight differences in base pose especially where fingers are concerned. Any slight alterations to the posture of your character is a deviation from the UE4/UE5 manny's base pose and will also cause offsets. In the end you get the problem everyone has struggled to figure out since ALS was released, simply put Anatomy Differences and Base Pose offsets will displace the hands leading to an animation system that looks rather bad on your character when hand precision is concerned such as when someone is holding a 2-Handed Weapon. With that said I showcase an IK Retargeting approach to save people the hassle of having to retarget for each and every one of their character's, assuming you are not drawing from an Infinite an unpredictable variation of Anatomies with character's from programs such as Character Creator 4 or DazStudio character's for example. The way Epic made the MetaHumans is an A+ Prime Example of how you should limit the body's of your character's in the game to prevent the need of having 5000 retargeted animation's and animation systems for all 5000 of your character's.
the issue is that the weapon swtiches hands mid animation and it works fine rn but the issue just happens once i integrate gasp, everything works as it should except that handful of animations which are quite frankly very very important
@@BlueDream71071 I understand, you should look closely at how Lyra handled their Fire and Reload AnimMontages to see a good approach to that. If you retargeted that animation to the UEFN Manny with their Auto-Retarget option then it will try to fit that for their character and not yours assuming your IK Retargeting at Run-Time for your character. The proper approach for that would be to setup an IK Retargeter that only fixes the footing for the UEFN when retargeting to it and without altering anything else in the settings and then retargeting those animations to it that way, this would preserve the animation such that it will look wrong for the UEFN but will look the same as it did for your character before retargeting it. If however, you are retargeting all of that to your character and it's doing that then it could simply be the way your playing the montage.
@@unrealdevop im not using live retarget, i am using the katana animation pack by 9cg and i cannot get the animations to look good no matter what i do, ive tried everything from creating transform goals for just those bones and still on uefn it looks jank and broken
Is this still based on uefn? If not I think I’ll hop in that patreon lol, or Is this still based on uefn with the retarget done ?
If you choose to retarget to your own character that's fine. The Quick Answer is that it wouldn't benefit you for me to do that.....if you want to know why then just keep reading.
The common misconception is that if you have the same skeleton you won't need to do anything but replace the skeletal mesh in the blueprint and BAM!! It looks the same on your character....that's not how it works though due to slight differences in base pose especially where fingers are concerned. Any slight alterations to the posture of your character is a deviation from the UE4/UE5 manny's base pose and will also cause offsets.
In the end you get the problem everyone has struggled to figure out since ALS was released, simply put Anatomy Differences and Base Pose offsets will displace the hands leading to an animation system that looks rather bad on your character when hand precision is concerned such as when someone is holding a 2-Handed Weapon.
With that said I showcase an IK Retargeting approach to save people the hassle of having to retarget for each and every one of their character's, assuming you are not drawing from an Infinite an unpredictable variation of Anatomies with character's from programs such as Character Creator 4 or DazStudio character's for example. The way Epic made the MetaHumans is an A+ Prime Example of how you should limit the body's of your character's in the game to prevent the need of having 5000 retargeted animation's and animation systems for all 5000 of your character's.
the issue is that the weapon swtiches hands mid animation and it works fine rn but the issue just happens once i integrate gasp, everything works as it should except that handful of animations which are quite frankly very very important
@@unrealdevop thank you for a proper response as well i dont see many dev ytbers do that
@@BlueDream71071 I understand, you should look closely at how Lyra handled their Fire and Reload AnimMontages to see a good approach to that.
If you retargeted that animation to the UEFN Manny with their Auto-Retarget option then it will try to fit that for their character and not yours assuming your IK Retargeting at Run-Time for your character.
The proper approach for that would be to setup an IK Retargeter that only fixes the footing for the UEFN when retargeting to it and without altering anything else in the settings and then retargeting those animations to it that way, this would preserve the animation such that it will look wrong for the UEFN but will look the same as it did for your character before retargeting it.
If however, you are retargeting all of that to your character and it's doing that then it could simply be the way your playing the montage.
@@unrealdevop im not using live retarget, i am using the katana animation pack by 9cg and i cannot get the animations to look good no matter what i do, ive tried everything from creating transform goals for just those bones and still on uefn it looks jank and broken