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After you do all the above, you should have something like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraAfterStep2.blend (the dummy leaf bones added to the toes, fingertips and head top are optional - if you have those, then the actual leaf bones will roundtrip better through FBX; otherwise their length and roll value may change arbitrarily - possibly a bug of Blender)
After you do all the above, you should have something like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraAfterStep2.blend (the dummy leaf bones added to the toes, fingertips and head top are optional - if you have those, then the actual leaf bones will roundtrip better through FBX; otherwise their length and roll value may change arbitrarily - possibly a bug of Blender)
==Constrain the rotation to the straight T-Pose==
==Constrain the rotation to the straight T-Pose==
The Konoko from Oni (and, to a lesser extent, Mixamo's own X-bot) come with a very straightened-up T-Pose, where all the bones are aligned with world axes (so, very much unlike Lara, whose T-Pose is a bit casual, with non-vertical legs, curled fingers etc). To adjust Lara's size and proportions to Konoko's (and then to conveniently match the bones to the UE4 rig), we will need to put Lara into a similar "straight" T-Pose first. In Blender, this is done by adding "copy rotation" constraints to a skeleton's bones.
The Konoko from Oni (and, to a lesser extent, Mixamo's own X-bot) come with a very straightened-up T-Pose, where all the bones are aligned with world axes (so, very much unlike Lara, whose T-Pose is a bit casual, with non-vertical legs, curled fingers etc). To adjust Lara's size and proportions to Konoko's, we will need to put Lara into a similar "straight" T-Pose first. In Blender, this is done by adding "copy rotation" constraints to a skeleton's bones.


Set up some Empty objects that have the appropriate axis-aligned orientations for the appropriate subgroups of the skeleton: one for the spine (Y up, X left), one for the legs (Y down, X right), one for the left arm (Y left, X back), one for the right arm (Y right, X forward), one for the left thumb (Y left, X up) and one for the right thumb (Y right, X down). It should look like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep3axes.blend
Set up some Empty objects that have the appropriate axis-aligned orientations for the appropriate subgroups of the skeleton: one for the spine (Y up, X left), one for the legs (Y down, X right), one for the left arm (Y left, X back), one for the right arm (Y right, X forward), one for the left thumb (Y left, X up) and one for the right thumb (Y right, X down). It should look like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep3axes.blend