2. Overview
How to Retarget
This asset is completely a mannequin skeleton.
Have the proper bone position and orientation.
Hair simulation can be performed after retargeting.
Here is how to retarget to the mannequin skeleton.
3. Overview
How to Retarget
There are 2 ways to use other animation assets.
Target SkeletonSource Skeleton
Mesh Mesh
Anim Anim
4. Case 1
Assign source mesh to target skeleton
Assign source mesh to target skeleton
Target SkeletonSource Skeleton
Assign
Skeletal mesh
5. Case 1
Assign source mesh to target skeleton
Very easy and good results.
It is difficult to adjust when retargeting.
6. Case 2
Bring target animation to source skeleton
Bring target animation to source skeleton
Target Skeleton
Source Skeleton
Retarget
Animation
7. Case 2
Bring target animation to source skeleton
Each animation asset has its own tendency and personality.
Trial and error retargeting poses to achieve optimal results.
Animation BP can also be retargeted at once.
9. Case 1
Assign source mesh to target skeleton
Assign source mesh to target skeleton
Target SkeletonSource Skeleton
Assign
Skeletal mesh
10. Prepare the target skeleton.
Check that the Translation retargeting
Target Skeleton
Click
Click
Need to change
Case 1
Assign source mesh to target skeleton
11. Root : Animation
pelvis : Animation Scaled
other : Skeleton
Target Skeleton
Change
Case 1
Assign source mesh to target skeleton
12. Case 1
Assign source mesh to target skeleton
Duplicate
Click
Click
Assign skeleton
13. Case 2
Bring target animation to source skeleton
Replace the mesh with the assigned mesh.
15. Case 2
Bring target animation to source skeleton
Bring target animation to source skeleton
Target Skeleton
Source Skeleton
Retarget
Animation
16. Case 2
Bring target animation to source skeleton
Prepare the target skeleton.
Target Skeleton
Click
1. Check that the preview mesh is set
2. Select Rig : Set to humanoid
3. Set Modify pose to default
Check 1
17. Case 2
Bring target animation to source skeleton
Target Skeleton
Check 2
1. Check that the preview mesh is set
2. Select Rig : Set to humanoid
3. Set Modify pose to default
Click
Prepare the target skeleton.
18. Case 2
Bring target animation to source skeleton
Target Skeleton
1. Check that the preview mesh is set
2. Select Rig : Set to humanoid
3. Set Modify pose to default Click
Check 3 Prepare the target skeleton.
19. Case 2
Bring target animation to source skeleton
Prepare the source skeleton.
Source Skeleton
1. Set Modify pose to Retarget pose
Click
“Bind_Mannequin_Apose_Origin”
or “ Bind_Mannequin_Apose_Adjust “
20. Case 2
Bring target animation to source skeleton
Select the animation BP or animations and retarget.
Click
NOTE : You cannot select multiple animation BPs.
Click
Click
21. Case 2
Bring target animation to source skeleton
Check the generated animation.
If there are any unnatural parts, adjust and retry.
23. Case 2
Bring target animation to source skeleton
Click
Check and adjust the retargeting results and try again.
1. Click View Pause
2. Adjust retargeting pose
3. Set Retarget Pose
Source Skeleton
24. Case 2
Bring target animation to source skeleton
Adjust Check and adjust the retargeting results and try again.
1. Click View Pause
2. Adjust retargeting pose
3. Set Retarget Pose
Source Skeleton
25. Case 2
Bring target animation to source skeleton
Check and adjust the retargeting results and try again.
1. Click View Pause
2. Adjust retargeting pose
3. Set Retarget Pose
Source Skeleton
Click
26. Afterword
-
Use the T pose for retargeting to skeletons other than mannequins.
Use IK in animationBP for the character holds a weapon.
Some animation BPs use sockets or virtual bones, so please consult the
documentation for that asset.