Adding "MOB1_M1_Stand_Relaxed_to_Crouch" animation sequence to "SK_Infiltrator_Skeleton".
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Save derofim/007e6513fb9cf725581893879412e6ec to your computer and use it in GitHub Desktop.
Switch to Skeleton view in animation sequence
Pose both skeletons to T pose as in https://www.youtube.com/watch?v=Ty0PMqRSAJQ
Open Retarget Manager (in full window).
Click Add New Retarget Source.
Choose SK_Manequin (same as skeleton in animation sequence).
Select Rig: Humanoid.
Click Auto Mapping.
Assign Node (Rig) to Bone (Skeleton) as in https://www.youtube.com/watch?v=Ty0PMqRSAJQ&feature=youtu.be
Save All.
Open Skeleton window.
Choose Show Retargeting Options.
Open Infiltrator Skeleton
Click Add New Retarget Source.
Choose SK_Infiltrator.
Select Rig: Humanoid.
Click Auto Mapping.
Assign Node (Rig) to Bone (Skeleton) as in https://www.youtube.com/watch?v=Ty0PMqRSAJQ&feature=youtu.be
Save All.
Open Skeleton window.
Choose Show Retargeting Options.
Set all in "Root" to Skeleton Recursively (click right mouse at bone name).
Change root, pelvis, upperarm_twist_01_r, upperarm_twist_01_l to Animation.
Change clavicle_r, clavicle_l to Animation_Relative.
Open created Animation in Detail Lighting mode, check animation quality.
Check that upperarm_twist_01_r, upperarm_twist_01_l, Vest_strap_l, Vest_strap_r are removed "From LOD 1 and below".
Drag created Animation from Content Browser in game.
Set Looping to true.
Set Animation Mode to Use Animation Asset (set to created animation).
Open animation sequence and "SK_Infiltrator_Skeleton".

