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@derofim
Created April 21, 2017 18:40
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UE4 retarget

Adding "MOB1_M1_Stand_Relaxed_to_Crouch" animation sequence to "SK_Infiltrator_Skeleton".

@derofim

derofim commented Apr 21, 2017

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Set all in "Root" to Skeleton Recursively (click right muse at bone name).
image
Change root, pelvis, , hand_l_wep, hand_r_wep, ik_foot_root, ik_hand_root to Animation
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@derofim

derofim commented Apr 21, 2017

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Open Infiltrator Skeleton
Click Add New Retarget Source.
Choose SK_Infiltrator.
Select Rig: Humanoid.
Click Auto Mapping.
Assign Node (Rig) to Bone (Skeleton) as in https://www.youtube.com/watch?v=Ty0PMqRSAJQ&feature=youtu.be
Save All.
Open Skeleton window.
Choose Show Retargeting Options.
Set all in "Root" to Skeleton Recursively (click right mouse at bone name).
Change root, pelvis, upperarm_twist_01_r, upperarm_twist_01_l to Animation.
Change clavicle_r, clavicle_l to Animation_Relative.
image

@derofim

derofim commented Apr 21, 2017

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Remove upperarm_twist_01_r, upperarm_twist_01_l, Vest_strap_l, Vest_strap_r "From LOD 1 and below" (click right mouse at bone name -> Remove Selected).
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derofim commented Apr 21, 2017

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Find "MOB1_M1_Stand_Relaxed_to_Crouch" in Content Browser.
Choose Retarget Anim Assets
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Select "SK_Infiltrator_Skeleton"
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derofim commented Apr 21, 2017

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Open created Animation in Detail Lighting mode, check animation quality.
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Check that upperarm_twist_01_r, upperarm_twist_01_l, Vest_strap_l, Vest_strap_r are removed "From LOD 1 and below".
Drag created Animation from Content Browser in game.
Set Looping to true.
Set Animation Mode to Use Animation Asset (set to created animation).

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