KineFX retarget problem EP2

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This is a little strange..And I can't upload a hip file because the source file is on another device(gonna upload it on Monday)
I cannot export the correct animated skeleton, if we export the animation after the skeleton blend node
Another import node that import that animation adds already deleted joints to it.

Step to create the problem
1.So I prepare the walking animation and its rest pose



2.I already take out the game character's root on the ground



3.The retargeting is succesful



4.I can blend the result and export the animation X only



5.Import animation X with the FBX Animation Export
The root is back..It even get two roots for me..



How can I just preserve the animation result on the target skeleton?
Edited by goose7 - May 29, 2021 13:26:45

Attachments:
KT1.png (1.0 MB)
KT2.png (1015.3 KB)
KT3.png (1002.3 KB)
KT4.png (1015.9 KB)
KT5.png (1021.7 KB)

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