You're a life saver, got pretty frustrated cause I just wasted a day trying different ways to import and watching other videos, but that hack with the BP_ThirdPersonCharacter and adding the additional skeleton was the solver!
Awesome! I was trying to find a way to do This! But will This change the “hitbox” of the character in a shooting game? And couldnt we just import the animations frem ue5 to iclone and back to ue5? Cheers!
Hey thanks. The hits will register against the main mesh skeleton so if they're in the same space like hands/arms, head, etc. it should still work out the same. Yes you export UE4 anims to use in iclone and send them back. UE5 work okay but not as well.
I've been experimenting with specifying compatibility of CC4 and UE5 model skeletons (see my comment on your reply below) and found out that it allows to correctly integrate CC4 models (UE4 skeleton) with advanced HYPER and LYRA locomotion systems (UE5 skeleton). Retargeting goes without problems.
Overall, the video is useful, but for some reason everyone in videos like this doesn't focus on the hand issue. The position of Kevin's hands is wrong. It's especially noticeable in the thumbs, and the hands themselves are too bent backwards. This would cause problems when animating interactions with weapons, for example. Obviously this is due to the difference in arm length between the base UE4 and CC4 models (you can see it in the blueprint preview window). Maybe I should change "Retargeting Options" of SK_Mannequin_Skeleton and CC4 skeleton bones to "Animation Scaled" starting from upperarm and below (for both arms), and also add "settings" for hand and all fingers in child IK_Rig ("settings" for lowerarm and upperarm are already there). What are your thoughts on this?
Yeah this video just covers the first steps. You will need to tweak the retargeter, mainly the IK blend strength on the hands to get it more aligned. But since each CC4 skeleton can be a different scale, I didn't go into that.
@@PaleHorseMediaWA I would also suggest adding in the CC4 skeleton window the compatibility of its skeleton with SK_Mannequin_Skeleton, and in the UE4 skeleton window the compatibility with your CC4 model's skeleton (Window - Asset Details - Compatible Skeletons and click on "+"). These skeletons are the same and this way there is a better chance that retargeting will be successful.
@@dartredmonk769 Hey Guys, I'm really curious on how you guys solve any wonky offsets of the rolljoints? I have created new chains and those joints should just follow the upperarm joints but for some reason offset their rotations slightly. I'm really hoping to find a fix for CC4 -> UE5 but havent been able to get decent results yet. Do you recognice this I'd love to hear your thoughts!
@@wgarvin Hi! The problem with CC4 is that it still uses Epic Skeleton 4 in its models, and it's a bit different from Epic Skeleton 5 just in the shoulder and wrist area. I, just the other day, came across the "Animation Retarget Toolkit" plugin on the Epic Games Marketplace. It's supposed to do proper retargeting from ANY skeleton to ANY other skeleton. Give it a try, you might get better results with it.
Great Video! I've been banging my head with this for the last 3 days! My CC4 SKM Still has a UE4 skeletal structure ie 3 spines. What would be the next step to completely convert to UE5 without casting in ABP?
@@PaleHorseMediaWA My CC4 SKM Still has a UE4 skeletal structure ie 3 spines. What would be the next step to completely convert to UE5 without casting in ABP?
@@MatrixNetworx Your CC4 skeleton is always going to have 3 spine bones until Reallusion update it ( which they may not do). If you want your mesh to have the same UE5 skeleton, you'd have to import it into something like Maya or Blender and re-rig it.
@@PaleHorseMediaWA this is my other account haha thanks for the reply, so after i did this im trying to get this to work with motion matching the problem i'm having is the animations dont play out fully for the movement and they randomly change or just let the character get stuck in the end frame of the animation ( the inputs still work and the character moves but no animation plays after a few frames)
@@PaleHorseMediaWA quick question, if im doing other things in the blueprint should i only reference the original character or should i reference the new one
@@art0ni641 I assume you're talking about when using the Retarget Pose From Mesh node? It depends. If what you want to do should be applied to the underlying character, reference that one. If you're doing something to the visible mesh, then reference that one. TBH, I rarely use this node - I just used it in this example to speed things up and get to the result. "Normal" animation retargeting would be a better option for most things, especially if you're relying on sockets that are on the original skeleton.
could you please do a tutorial on UE5.4 and cc4 using the new autoretargeter?
You're a life saver, got pretty frustrated cause I just wasted a day trying different ways to import and watching other videos, but that hack with the BP_ThirdPersonCharacter and adding the additional skeleton was the solver!
I'm glad it helped. Thanks for letting me know :D
THAN YOU SO MUCH. YOU SAVED MY DAYS. EXACTLY WHAT IN NEEDED. GOD BLESS YOU MY DEAR FRIEND. THANK YOU.
I'm glad that it helped. And thank you for letting me know :)
awesome video!! finally got it all to work!!
thanks mate
You're welcome. Glad to help :)
Awesome! I was trying to find a way to do This! But will This change the “hitbox” of the character in a shooting game?
And couldnt we just import the animations frem ue5 to iclone and back to ue5?
Cheers!
Hey thanks. The hits will register against the main mesh skeleton so if they're in the same space like hands/arms, head, etc. it should still work out the same. Yes you export UE4 anims to use in iclone and send them back. UE5 work okay but not as well.
I've been experimenting with specifying compatibility of CC4 and UE5 model skeletons (see my comment on your reply below) and found out that it allows to correctly integrate CC4 models (UE4 skeleton) with advanced HYPER and LYRA locomotion systems (UE5 skeleton).
Retargeting goes without problems.
Nice work!
thank you so much for this, simple, effective solution! :)
You're welcome! Hope it helps :D
this was a great help. thank you
Overall, the video is useful, but for some reason everyone in videos like this doesn't focus on the hand issue. The position of Kevin's hands is wrong. It's especially noticeable in the thumbs, and the hands themselves are too bent backwards. This would cause problems when animating interactions with weapons, for example. Obviously this is due to the difference in arm length between the base UE4 and CC4 models (you can see it in the blueprint preview window). Maybe I should change "Retargeting Options" of SK_Mannequin_Skeleton and CC4 skeleton bones to "Animation Scaled" starting from upperarm and below (for both arms), and also add "settings" for hand and all fingers in child IK_Rig ("settings" for lowerarm and upperarm are already there).
What are your thoughts on this?
Yeah this video just covers the first steps. You will need to tweak the retargeter, mainly the IK blend strength on the hands to get it more aligned. But since each CC4 skeleton can be a different scale, I didn't go into that.
@@PaleHorseMediaWA I would also suggest adding in the CC4 skeleton window the compatibility of its skeleton with SK_Mannequin_Skeleton, and in the UE4 skeleton window the compatibility with your CC4 model's skeleton (Window - Asset Details - Compatible Skeletons and click on "+"). These skeletons are the same and this way there is a better chance that retargeting will be successful.
@@dartredmonk769
Hey Guys, I'm really curious on how you guys solve any wonky offsets of the rolljoints? I have created new chains and those joints should just follow the upperarm joints but for some reason offset their rotations slightly. I'm really hoping to find a fix for CC4 -> UE5 but havent been able to get decent results yet. Do you recognice this I'd love to hear your thoughts!
@@wgarvin Hi!
The problem with CC4 is that it still uses Epic Skeleton 4 in its models, and it's a bit different from Epic Skeleton 5 just in the shoulder and wrist area.
I, just the other day, came across the "Animation Retarget Toolkit" plugin on the Epic Games Marketplace. It's supposed to do proper retargeting from ANY skeleton to ANY other skeleton.
Give it a try, you might get better results with it.
Thank you! Can I use Control Rig with this character?
I haven't tried that but I think you should be able to.
Great Video! I've been banging my head with this for the last 3 days! My CC4 SKM Still has a UE4 skeletal structure ie 3 spines. What would be the next step to completely convert to UE5 without casting in ABP?
Thank you Joe! Glad to help ☺️
@@PaleHorseMediaWA My CC4 SKM Still has a UE4 skeletal structure ie 3 spines. What would be the next step to completely convert to UE5 without casting in ABP?
@@MatrixNetworx Your CC4 skeleton is always going to have 3 spine bones until Reallusion update it ( which they may not do). If you want your mesh to have the same UE5 skeleton, you'd have to import it into something like Maya or Blender and re-rig it.
@@PaleHorseMediaWA Thanks!
Hi, this looks like very easy way, but sorry for this question, where can I get that Mannequin_UE4 folder? Thanks for your time!
Just add or migrate in the TPP template to your project. It will be in the Characters folder.
Such a great help. Thanks a lot 😍
THANKS YOU ARE MY HERO
Thanks man!)
yw 😀
is this more efficient or just faster than doing the other way
I'd say both
@@PaleHorseMediaWA this is my other account haha thanks for the reply, so after i did this im trying to get this to work with motion matching the problem i'm having is the animations dont play out fully for the movement and they randomly change or just let the character get stuck in the end frame of the animation ( the inputs still work and the character moves but no animation plays after a few frames)
@@PaleHorseMediaWA quick question, if im doing other things in the blueprint should i only reference the original character or should i reference the new one
@@art0ni641 I assume you're talking about when using the Retarget Pose From Mesh node? It depends. If what you want to do should be applied to the underlying character, reference that one. If you're doing something to the visible mesh, then reference that one. TBH, I rarely use this node - I just used it in this example to speed things up and get to the result. "Normal" animation retargeting would be a better option for most things, especially if you're relying on sockets that are on the original skeleton.
@@art0ni641 Do you have Looped ticked for the looping anims?
can you please do one for CC4 to the ALS skeleton?
Hey thanks for watching. Sorry, but I don't know anything about ALS.