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FAB - https://fab.com/s/8946aaedfb21 Hello everyone. I present to you the original Mannequin file (SKM_Manny) with the configured logic for all the correction bones in Maya 2024, just like the mannequin does through post-processing in engine versions 5.03-5.5. This isn't just the logic of transferring poses through the Pose Wrangler ( Metahuman plugin for Maya ) plugin—that wouldn't be enough, and the poses would differ from the actual final poses in the engine. That's only 50% of the work. This involves transferring the logic of all nodes involved in fine-tuning and tweaking the correction and root bones, as well as the twist bones with all their preset settings. A video demonstration will be added within 24 hours. You no longer need a Metahuman to transfer weight and use its heavy skeleton in your projects and games. You can use the regular mannequin skeleton as before without any problems, but now you can distribute weight properly in Maya thanks to the configured correction bones. This file is suitable for all stockers or developers who want to use the old mannequin skeleton but also have the corrective bone logic in the engine for both post-processing and character skinning. This will allow for more accurate character deformations, just like a Metahuman. This will also allow you to get rid of transitional forms in the form of blendshapes and bake all deformations directly onto the bone, or obtain deformation data in the sequencer directly in the engine using the included post process. For all the logic to work, you will need version 5.6 of the engine installed, and you will need the latest version of the Metahuman plugin for Maya. It must be at least 1.1.14 so that the plugin can enable the logic for adjusting the root bone for twists that carry correction bones.