This paper takes Unreal Engine 5.6 as the operating environment, and elaborates on the complete practical process of animating retargeting from FBX format motion files to MetaHuman digital humans.
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This guide walks you through the process of retargeting FBX animations in Unreal Engine to a MetaHuman character. Follow these steps to quickly bring your UE animation files into MetaHuman and get them working seamlessly. The workflow shown here is based on UE5.6.
This guide walks you through the process of retargeting FBX animations in Unreal Engine to a MetaHuman character. Follow these steps to quickly bring your UE animation files into MetaHuman and get them working seam
lessly. Master Retargeting in 6 Simple Steps:
Step 1: Create IK Rig Assets
Right-click in the Content Browser → Animation, and create 2 IK Rig assets (name them for future use).
Step 2: Import T-Pose Skeleton
Import the T-Pose source skeleton file.
Step 3: Configure Source IK Rig
Open the 1st IK Rig, assign the source (Mannequin) skeleton → Auto-Create
Step 4: Setup MetaHuman IK Rig (Target)
Open the 2nd IK Rig, and Auto-Create Retarget Chains for the MetaHuman skeleton.
Step 5: Align Poses in the IK Retargeter
Open the IK Retargeter, import the source/target skeletons, and align the T-Pose.
Step 6: Execute & Verify Export
Complete the retargeting process, then export and verify the animations.
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