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Unreal

5.4.4
5.6.1
This page is currently being prepared.
Unreal Engine Usage Guide
1) PSX Style Low Poly Character FBX Import Checklist

: Please check the following items when importing the provided character FBX into Unreal Engine.

  • ‍Import Skeletal Meshes: Check
  • Skeleton: Set to None
  • Update Skeleton Reference Pose: Uncheck
  • Use T0 As Ref Pose: Check
    ‍(Preserves the Mixamo-based T-Pose at frame 0)
  • ‍Import Meshes in Bone Hierarchy: Uncheck
  • Import Animations: Check if needed

*** Material Setting Tip***

For the authentic PSX aesthetic, we recommend setting Specular to 0 and Roughness to 1.

2) Animation Master Bone Character Import Checklist
  • ‍Use T0 As Ref Pose: Check
  • Import Animations: Check
  • Animation Length: Select Exported Time or Source Timeline
  • Use Default Sample Rate: Uncheck
Foot Lock in Unreal
< Import Settings >
1. Import Master Bone & Animation
  • Use T0 As Ref Pose: Check (Enable)
  • Import Meshes in Bone Hierarchy: Uncheck (Disable)
  • Import Animations Section
  • Import Animations: Check (Enable)
  • Animation Length: Change to Source Timeline
2. Delete T-Pose Frame in Animation Sequence
  • ‍Open the Animation Sequence to remove the T-Pose at frame 0.
  • ‍Right-click near frame 0 on the timeline → Select Remove frame in range 0 to 1 to delete the frame, then Save.
3. Retarget Animations
  • Run Retarget Animation
  • This refers to the action shown in the screenshot: Right-click → Retarget Animations
  • Assign Target Animation
  • Assign Target Skeletal Mesh.
  • Select the animation to retarget, then click Export Retarget Assets and specify the save location.
4. IK Retargeter Setup
  • Open the IK Retargeter to configure settings.
  • Ensure all items in the Op Stack are enabled.
  • Mitigate Foot Sliding
  • Retarget FK Chains → Select LeftLeg and RightLeg, then change Translation Mode to Absolute.
  • Retarget IK Goals → Select LeftLegand RightLeg, then change Blend to Source to 1.0.
  • Pelvis Motion → Change Blend to Source Translation to 1.0.
  • Affect IK Vertical → Change to 1.0.
5. Export Animation
  • Click the Export Selected Animations button to export the animation.
6. Place the Animation Sequence in the Scene
When Character Scales Differ
  • ‍Click the + Add New Retarget Op button at the top of the right Op Stack panel.
  • Add Scale Source
  • Adjust the Source Scale Factor in the Details panel to match the Master Bone.
  • Adjust the value until the feet make proper contact with the ground.