Thanks as always for the great tutorial! I have found auto-retargeting in 5.4.3 to be hit or miss. So, I'm still retargeting using the older method. I have a question: After retargeting all the anim assets from the source to the destination, I haven't been in the habit of manually assigning the exported anims to the actual skeleton of the destination character. Nevertheless, most of the time I get very good results. I always make IK Rigs. Is it redundant to assign the retargeted anim assets to the skeleton of the destination skeletal mesh? One more question, if you don't mind. I noticed that in your IK rig you didn't skip the twist bones in some of your chains. I've always skipped them. Is there an advantage to including them? The only thing I do differently is that I usually create a full-body solver, so I add end effectors on the hands and feet. I just bought a certain anim pack from the marketplace, and used the new workflow to a Metahuman (for a cinematic). They mostly work, but in some of the retargeted sequences, certain parts of her body visibly intersect. For example, if she's crossing her arms, or of maybe even both hands penetrate her torso. So I wonder if this is a result of not directly assigning these anims to the Metahuman skeleton. I assumed that that would happen automatically when using a correctly set-up retargeter and meticulous IK rigs for both the source and the destination. Can anyone who understands what I'm talking about set me straight? Thanks so much in advance!
You can sometimes get away with it if the skeletons are similar enough, however it’s always best practice to use the correct skeleton in case something goes wrong or a specific animation doesn’t work properly. The twist bones are used for more control over limb rotation, so I like to include them usually. However, I’m not the main animator on our team so there are definitely others who know more than me on that topic. But from my experience, I’ve had better results from including them as opposed to excluding them. Sometimes it’s trial and error to see what works best for your character, skeleton, and animations.
Honestly when I use runtime retargetting with Metahumans I can package but when I run the packaged game it will crash randomly, rather quickly, due to an Async IK issue.
@@MattAsplandyea lmao in 5.4 if you open the retarget animations window and click on “export retarget assets” It will auto create the RTG assets with out you having to do it manually. (The only way that I know is to open the retarget window is to right click on any animation and click “retarget animations”)
I don't usually comment, but this was simple, quick, and to the point. Thank you so much!
Awesome tutorial! I'm coming to UE from Reallusion and your content is hugely helpful to me.
That’s great to hear!
Hello sir Aspland. Thanks for the tutorials
❤️
That was interesting. Thank you
We could definitely use more mirror modifiers for managing bones. It's so awkward on some skeletons to get the right rotations to make the a-pose.
Thanks as always for the great tutorial! I have found auto-retargeting in 5.4.3 to be hit or miss. So, I'm still retargeting using the older method. I have a question: After retargeting all the anim assets from the source to the destination, I haven't been in the habit of manually assigning the exported anims to the actual skeleton of the destination character. Nevertheless, most of the time I get very good results. I always make IK Rigs. Is it redundant to assign the retargeted anim assets to the skeleton of the destination skeletal mesh?
One more question, if you don't mind. I noticed that in your IK rig you didn't skip the twist bones in some of your chains. I've always skipped them. Is there an advantage to including them?
The only thing I do differently is that I usually create a full-body solver, so I add end effectors on the hands and feet.
I just bought a certain anim pack from the marketplace, and used the new workflow to a Metahuman (for a cinematic). They mostly work, but in some of the retargeted sequences, certain parts of her body visibly intersect. For example, if she's crossing her arms, or of maybe even both hands penetrate her torso. So I wonder if this is a result of not directly assigning these anims to the Metahuman skeleton. I assumed that that would happen automatically when using a correctly set-up retargeter and meticulous IK rigs for both the source and the destination.
Can anyone who understands what I'm talking about set me straight?
Thanks so much in advance!
You can sometimes get away with it if the skeletons are similar enough, however it’s always best practice to use the correct skeleton in case something goes wrong or a specific animation doesn’t work properly.
The twist bones are used for more control over limb rotation, so I like to include them usually. However, I’m not the main animator on our team so there are definitely others who know more than me on that topic. But from my experience, I’ve had better results from including them as opposed to excluding them.
Sometimes it’s trial and error to see what works best for your character, skeleton, and animations.
If you wanted to do this for multiple characters you would need to duplicate the 3rd person BP for each one to have them all in game at once?
Also click "Auto create retarget chains" UE5.4 knows what Mixamo skele looks like
How to way make random skeleton to epic sketon is manequin
Is this a good practice for packaged games? Seems like runtime retargeting is a resourced hog when I check unreal insights
Honestly when I use runtime retargetting with Metahumans I can package but when I run the packaged game it will crash randomly, rather quickly, due to an Async IK issue.
is this tutorial for under ue5.4 versions? cause in ue5.4 there is a way more simpler way of doing this.
This was made in 5.3, that’s interesting though, I’ll have to take a look
@@MattAsplandyea lmao in 5.4 if you open the retarget animations window and click on “export retarget assets” It will auto create the RTG assets with out you having to do it manually. (The only way that I know is to open the retarget window is to right click on any animation and click “retarget animations”)
Most of the work done manually in this video is auto generated in 5.4.