Hello guys,
There is a huge issue I have with the Bad Hands deformation in UE4, can't handle it anymore by my self... after hard working for days, still got no solution and asking for help. This is a FPS game I'm working on.
Here is the GIF file of the issue:
https://gyazo.com/6896ff3d77cb27b263c2bb9dc803a507Just to point out that I'm not advanced UE4 user, but I made sure to follow pipeline for the under while I was creating the rig. The hierarchy is 100% identical and weights are well assigned. In the Engine, when I retarget the animation on my rig, it really creates this awful looking deformation around the wrist.
Tutorials I used for retargeting the animation are:
https://www.youtube.com/watch?v=JkcJ5bjGPsghttps://www.youtube.com/watch?v=xy9aLbZLdeAAt first place I was missing roll joints but after taking a look at UE4's standard character "UE4_Mannequin" and checking it's hierarchy setup for the roll joint, I re-created the same setup on mine rig and adjusted the weights but still the results are the same.
My main point is to create a skeletal setup for my character, connect with the UE4 standard Mannequin skeleton and be able to Retarget Animations from let's say a Starter pack.
Looking forward to see your experiences guys and thanks in advance for your time and patience!
Bru
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