I see that all assets related to ZED Manny are rotated to the right instead of facing the camera. This creates issues down the line.
I tried importing a rigged mesh that looks towards the camera. And for sure it needs to be rotated to be similar to ZED Manny. The tutorial at Body Tracking with UE5 says this should be done in the Retargeter as seen here. But the only option to rotate in the Retargeter I found is in the Root Settings. But as you can see from the attached image, that is not working.
Do you know how I can rotate the imported mesh so that it can follow the ZED Manny movements?
I found a workaround solution, but that does not solve all the situations. When importing the new mesh, rotate the mesh before importing.
But what if you want to use a model that is already a UE asset? So to reiterate, how do you rotate the new mesh to be the same as ZED Manny? Where can I find the settings for what is presented in the aforementioned tutorial that you can see in the image below?
When importing a rigged mesh in UE, tick the “force front X axis” option. This way, your mesh rotation should match ZED Manny’s.
The gizmo to rotate the root should be visible when selecting the Hip bone in the left panel but I do not see it either.
I do not know if it’s a bug but you can have access to it by creating a new retarget pose
Then, if you want you can switch back to the default one but you will be able to rotate the hips.
I tried selecting the Hips bone, but the rotate gizmo is not visible. There did not seem to be a possibility to create a new retarget pose. When pushing the Create button, all was gray. I then went Next to Default Pose and typed 2 instead of 1 and everything reset. And now I have the gizmo without actually creating a new pose. It still shows 1.o next to Default Pose. So most probably a bug.
But I do see another problem that I presented here in this video.
Hopefully it will not create troubles down the line.
BTW, I know I can import the meshes directly rotated, but what if I use a UE asset? Any suggestions on how to rotate the mesh before puting it in the retargeter?
I’m not sure if there is another way to rotate the mesh in UE but I think doing it in the retargeter is fine, that’s exactly the purpose of this class.
What exactly do you want to translate? You can also add a translation offset the same way you added the rotation to the root.
Hi, Benjamin! I managed with the rotate. But I cannot move the mesh left and right. Only up and down. This is the issue that I was presenting in the video I posted in the last message.