new Blueprint for daz character
Ruphuss
Posts: 2,631
as the retargeting is not working properly for daz characters in unreal in my experience:
did someone managed to create a working animation Blueprint in unreal for a daz character or
knows a good tutorial about it ?
Comments
well what is the "retargeting" type you are using?? because mine works all the animations works fine in my game project, the only issue would be multiple angles feets, but overal works fine, if you want i can help you with it.
feel free to ask any question
did they update the bridge ?
i tried with g8f some time ago and following the daz to unreal video on yt
it all came out weird retargeting to ue4 skeleton
no matter if remapping or not
as i am having so much animations for g2f my goal is making a custom anim blueprint for her
but i am not that far into the engine
so far i remember we still don't get any "update" since the release of the pluging
remember is important when retargeting to "unreal eskeleton" it must have in the right "pose" both characters you must change the pose and make sure all the "bones are proper" mapped
maybe you can follow this thread
https://www.daz3d.com/forums/discussion/371856/a-using-daz-content-in-ue4-thread/p1
also page 2, they are "outdated", because they are made "before" the pluging, but it still have some basic info as the "skeleton map" and others stuffs which maybe can help a little
anyway the basic info is you must check if all the bones are properly "mapped" then check if the "both characters are using the same "reference pose" and when i means "reference' i means ´not "daz character and unreal mannekin but "if let's say you are using a different animations which don't use unreal manequin then you must adjust the "pose" for this character.
in case you are using animations made in daz you don't need the "retarget" animation" this is only if you are "using animations" which are compatible with unreal manequin if you are using animations which are for a another type of character, for exemple mixamo animations then the retarget must be for the "mixamo character bones and pose, not unreal mannequin, if are daz animations then don't need to do anything than just export, but if you plans to use "diferent sources animations, like a unreal manequin compatible, mixed with a mixamo, then you must make sure which at last all of then are based on the same "base reference pose" for retarget.
about the anim blueprint then when you have the "issue fixed we can try to work on that too.
Import your character into Blender and try to use the Mr Mannequins Tool. With this plugin it is possible to customize skeletons and place the bones in the correct position.
Any doubts just enter the Discord of the developer that he usually responds and helps.