Since time was very tight at this time, the animation part had to be completed as soon as possible, so Carlos and J. and I held a small meeting at school to discuss how to solve the problem.
To solve this problem we have this plan:
- I first work on the animation to see how to repair the bass forearm, and then add the instrument to the character to change the animation. After it can be exported, I will see if there are any problems with rebinding.
- The second option is to send me a Metahuman. I can modify it as I like and test whether there are any problems with the animation. If there are no problems, I can use Metahuman.
- The third thing is to see if there is still any problem if the clothes are replaced with the same bones. Then let’s try again to see if the dazto unreal plug-in can be successful. There may be a problem with importing bones in fbx format.
So I did some tests on these solutions

In Maya, I successfully used adv for bone binding, so that even if the daztounreal plug-in failed, I could still animate in Maya.
Fortunately, my team members successfully solved the problem of daztounreal and passed the project files to me, so we finally decided to use ikretarge to create animations in ue.