Skeleton Base Pose is different from C++ versus BP - impacting retargeting the default animations for UE4 Default Manneqin #124
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raingodttv
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Resolved, just opened the "Retarget Manager" and reset the default t-pose which put it as A-Pose, then set as current pose. Now when I retarget the animations from the default ue4 mannequin, it looks proper now and is working as expected. |
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When attempting to retarget my existing animation montages for weapon equip / reload, the skeleton pose for C++ ALS is in T-Pose which throws off the retargeting of the montages. What is the proper way to correct this before I attempt to retarget the default montages used for the UE4 default mannequin which I believe is in the A-Pose?
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