Face attached to arms?

Greetings!

I have imported two Genesis 8 characters to Unreal as experiments. On both of them, I have a problem where the lower right side of the face forms a giant spike that moves with the right hand. It also makes the right arm move weirdly.

 

I have noticed that after I tell the skeleton mesh to automap, I have to manually retarget some of the parameters. Hair segments seem to automatically link up to the right leg, and I have to fix that. I don't see where anything is improperly linked any more, but my characters' faces are still attaching to the fist. 

 

Does anyone know what is going on and how to fix it?

Comments

  • EllessarrEllessarr Posts: 1,390
    edited September 2020
    gdijedi7 said:

    Greetings!

    I have imported two Genesis 8 characters to Unreal as experiments. On both of them, I have a problem where the lower right side of the face forms a giant spike that moves with the right hand. It also makes the right arm move weirdly.

     

    I have noticed that after I tell the skeleton mesh to automap, I have to manually retarget some of the parameters. Hair segments seem to automatically link up to the right leg, and I have to fix that. I don't see where anything is improperly linked any more, but my characters' faces are still attaching to the fist. 

     

    Does anyone know what is going on and how to fix it?

     

    it' is a case of bad retarget the animations and bones.

     

    i would say "don't use automap, is much better you manually assign the bones than automap, also look at the "pose" you are trying to retarget the animation, any non daz animation or manequin compatible you must use the "same base pose as the manequin in the daz character", also you must check if all the bones are properly marked as skeleton and few of then marked as "animation".

    here

    https://www.daz3d.com/forums/discussion/430996/daz3d-to-unreal-engine-bridge/p1

    and

    https://www.daz3d.com/forums/discussion/371856/a-using-daz-content-in-ue4-thread/p1

    can help a little, the second one most of the tutorial was "before the pluging" then you can only take in account some info like "how to proper asign bones and retarget and bla bla bla and maybe some extra info.

    Post edited by Ellessarr on
  • The automap in Unreal makes some bad connections on the Genesis characters.  I think that step is getting removed from the instructions.  The skeletons already have a proper mapping saved into them.  The simplest thing might be to get a fresh copy of the skeleton asset.  http://davidvodhanel.com/daz-to-unreal-getting-a-clean-copy-of-the-skeleton/

     

  • Okay. Thank you both. 

     

    See what I get for following the directions...grumble grumble... :D

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