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Retargeting manual
Swimsuit Girl
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.
Overview
How to Retarget
 There are 2 ways to use other animation assets.
Target SkeletonSource Skeleton
Mesh Mesh
Anim Anim
Case 1
Assign source mesh to target skeleton
 Assign source mesh to target skeleton
Target SkeletonSource Skeleton
Assign
Skeletal mesh
Case 1
Assign source mesh to target skeleton
 Very easy and good results.
 It is difficult to adjust when retargeting.
Case 2
Bring target animation to source skeleton
 Bring target animation to source skeleton
Target Skeleton
Source Skeleton
Retarget
Animation
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.
Case 1
Assign source mesh to target skeleton
Case 1
Assign source mesh to target skeleton
 Assign source mesh to target skeleton
Target SkeletonSource Skeleton
Assign
Skeletal mesh
 Prepare the target skeleton.
 Check that the Translation retargeting
Target Skeleton
Click
Click
 Need to change
Case 1
Assign source mesh to target skeleton
 Root : Animation
pelvis : Animation Scaled
other : Skeleton
Target Skeleton
Change
Case 1
Assign source mesh to target skeleton
Case 1
Assign source mesh to target skeleton
Duplicate
Click
Click
 Assign skeleton
Case 2
Bring target animation to source skeleton
 Replace the mesh with the assigned mesh.
Case 2
Bring target animation to source skeleton
Case 2
Bring target animation to source skeleton
 Bring target animation to source skeleton
Target Skeleton
Source Skeleton
Retarget
Animation
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
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.
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.
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 “
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
Case 2
Bring target animation to source skeleton
 Check the generated animation.
 If there are any unnatural parts, adjust and retry.
Case 2 Adjust
Check and adjust the retargeting results and try again.
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
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
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
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.

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Retargeting manual / UE4

  • 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.
  • 8. Case 1 Assign source mesh to target skeleton
  • 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.
  • 14. Case 2 Bring target animation to source skeleton
  • 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.
  • 22. Case 2 Adjust Check and adjust the retargeting results and try again.
  • 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.