Hi,
Versions used
Polyhammer addon 5.4.0
Blender 4.5
Unreal 5.7
My current workflow is:
Retarget animations (mixamo, unreal etc) to MetaHuman in Unreal (this flow) https://www.youtube.com/watch?v=MT8URTYCLdM
Export the retargeted animation from Unreal following the standard flow of polyhammer
Import the animation into Blender using the addon import workflow
export actions for use in Godot
The issue is:
The FIRST imported animation works correctly
Additional imported animations create new actions as expected
However, after importing more animations, previous actions begin showing orientation issues, animation overlaps etc
Symptoms:
Frame 0 looks correct
From frame 1 onward, the animation plays while the character appears stuck partially in an A-pose
Sometimes there is also a slight X-axis orientation/lean issue
The actions themselves appear unique and separate
Unreal retargeting itself works correctly; the issue only begins after multiple imports/actions inside Blender
Things I’ve noticed:
Importing directly to the body rig improved the issue somewhat
The Action Editor shows “Legacy Slot”
It feels like imported animations may still be sharing some rig state, rig logic state, FK control state, or slot bindings after additional imports
It seems like later imports affect evaluation of previous actions
baking the animations does fix the issue and keeps the rig in regular pose
Questions:
What is the correct workflow for importing multiple body animations onto the same MetaHuman rig while keeping each action fully isolated/independent?
After baking, is there a recommended step to clear/remove imported rig logic or FK control animation state?
Should baked actions be applied to deform/body bones only?
Is Blender 4.4+ “Legacy Slot” behavior expected with the addon?
Are multiple sequential animation imports into the same rig/session officially supported?
Is there a recommended cleanup/reset process between imports?
Goal:
I want to maintain a single MetaHuman rig in Blender with many separate named actions(animations) that can later be exported to Godot.
Any guidance would be appreciated. Thanks!
Hi,
Versions used
Polyhammer addon 5.4.0
Blender 4.5
Unreal 5.7
My current workflow is:
Retarget animations (mixamo, unreal etc) to MetaHuman in Unreal (this flow) https://www.youtube.com/watch?v=MT8URTYCLdM
Export the retargeted animation from Unreal following the standard flow of polyhammer
Import the animation into Blender using the addon import workflow
export actions for use in Godot
The issue is:
The FIRST imported animation works correctly
Additional imported animations create new actions as expected
However, after importing more animations, previous actions begin showing orientation issues, animation overlaps etc
Symptoms:
Frame 0 looks correct
From frame 1 onward, the animation plays while the character appears stuck partially in an A-pose
Sometimes there is also a slight X-axis orientation/lean issue
The actions themselves appear unique and separate
Unreal retargeting itself works correctly; the issue only begins after multiple imports/actions inside Blender
Things I’ve noticed:
Importing directly to the body rig improved the issue somewhat
The Action Editor shows “Legacy Slot”
It feels like imported animations may still be sharing some rig state, rig logic state, FK control state, or slot bindings after additional imports
It seems like later imports affect evaluation of previous actions
baking the animations does fix the issue and keeps the rig in regular pose
Questions:
What is the correct workflow for importing multiple body animations onto the same MetaHuman rig while keeping each action fully isolated/independent?
After baking, is there a recommended step to clear/remove imported rig logic or FK control animation state?
Should baked actions be applied to deform/body bones only?
Is Blender 4.4+ “Legacy Slot” behavior expected with the addon?
Are multiple sequential animation imports into the same rig/session officially supported?
Is there a recommended cleanup/reset process between imports?
Goal:
I want to maintain a single MetaHuman rig in Blender with many separate named actions(animations) that can later be exported to Godot.
Any guidance would be appreciated. Thanks!