Hi brainsguy, Thanks for your reply. You can press the "V" btn under the Skeleton, it'll expand the options. But, when you want to ratarget different skeleton to other, please make sure you using retarget tool in Unreal Engine to complete the bone mapping. Calvin Reallusion
Here are some images from my last attempt
Him, thanks for getting back to me. I tried everything you mentioned again in both UE4.27 and UE5.1. Version 4 did not have the T0 button in the import panel but 5 did. It still results in strange bones. I:m sure if I just import the CC character as is using it's own skeleton it should be fine, but I'm trying to map a CC game converted character to the UE mannequin. TO be used as Player characters and NPC's. When I try to map to the skeleton it keeps giving me messages saying CC character has too many bones. If I say yes to modifying the target skeleton it messes up all other assets using that skeleton as well as giving me the distorted results. If I say no, my new character has no animations. Thanks
Hi brainsguy, Thanks for your feedback! Please follow this page and make sure your import settings are same as online manual. https://manual.reallusion.com/CC_and_IC_Auto_Setup_Plugin/ENU/CC_and_iC_Auto_Setup/1.0/02_for_Unreal/Importing_Character_FBX_File.htm To avoid this issue, you should check the checkbox calls "Use T0 As Ref Pose" when import into Unreal. Calvin Reallusion