Short Answer: The joints don't need to be in the same physical location but they need to rotate the same. Longer Answer: You'll want to make sure your bone hierarchy, joint orientation and rotation order matches the unreal mannequin, IF you want to use the animations that are in the marketplace. If you don't care about…
I appreciate your response, sadly it has nothing to do with the OP. I'm researching various ways to change a characters height. Imagine a character customization menu in an RPG game. Now imagine a slider that changes the height of the character without resorting to re-scaling the entire figure. I'm talking about a natural…
You can make changes to the skeleton and import it as a new skeletal mesh into unreal and as long as the bone hierarchy, joint rotation order and orientation matches the original the animations will work. How well they work depends on how much you changed. Obviously if you make a really tall, thin character into a dwarf,…
I have a humanoid model that is 6 ft tall (182cm). I'm using a CAT skeleton rig and the skinning is done. I want the character's height to be dynamic, meaning making the height of the human model be anywhere from 5'5 to 6'2. How do I go about doing this? (This character will be used in Unreal Engine 4. I'm familiar with…