Download

Support Stream - Runtime Animation Retargeting - June 30th, 2015

Animators get in here! This stream is all about using animations on multiple skeletons and how to get the best quality from them. Come learn techniques directly from Fortnite developer Laurent Delayen!

WHAT
Senior Gameplay Programmer Laurent Delayen explores animation retargeting and what it can do for improving your animation workflow.

WHERE
Follow us on the official Unreal Engine Twitch channel: www.twitch.tv/unrealengine

WHEN
Tuesday, June 30th @ 2:00-3:00PM EST Countdown]

WHO
Laurent Delayen, Senior Gameplay Programmer (@LDelayen](https://twitter.com/LDelayen))
Alexander Paschall, Engine Support Technician (@UnrealAlexander](https://twitter.com/UnrealAlexander))

Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!

Edit: The YouTube archive is now available here](https://www.youtube.com/watch?v=vZW8mxlQJEk)

https://youtube.com/watch?v=vZW8mxlQJEk

sounds good, will try to make this for sure!

Edit: also I have a question well more or less a request:

[Question]

I recently saw an example of Retargeting a Rigged Model where the Rig was smaller than Epic Mannequin Rigged Skeleton, showing how to tweak it to work with the smaller rig.

Could you, preferably, show and/or elaborate on how one would go about doing this? (unless this is already covered)

also:
[Question]
(or request) odd results are often common when importing using Blender (getting better all the time) & a lot of people use MakeHuman models imported into Blender, as well now too.
is there any help you can provide for anyone using these programs especially concerning animations?

woops & another:
[Question]
can vehicles be retargeted?

Here’s a quick question brought up by the new release of Daz3d’s Genesis 3 model. It is rigged with Dual Quaternion weighting and shape sculpts to create very realistic movement. Will Dual Quaternion weighting be supported in the Engine? I think I read that it used to be, but was taken out.

This is important not just for games, which require a DAZ Games license, but also for stills and movies using these characters, as they don’t require an extra license from DAZ.

Guys, this stream will focus on runtime retargeting. So we’ll focus on practices and techniques to get good retargeting between skeletal meshes sharing the same USkeleton asset.
Fire up your questions for tomorrow, we’ll try to answer as many as we can.

First thanks for all the video tutorials, and the updates!

[Question] - Are there any plans to add some kind of quick bvh conversions to the Hero skeleton?

[Question] - We’re trying to optimize for mobile and I was wondering. Is it possible to have one humanoid skeleton, with all of its animations and blueprints, attached to multiple characters meshes? If so, would there be much to gain?

Cheers, Kurtis

Could you tell us something about this ?
Tl;dr version is that there are issues retargeting animations from marketplace, to new sample character. It’s especially apparent on shoulders (they are, at least in my case really bend forward).

Iniside, I have brought this up to our content team, we’ll get back to you on this ASAP.

Thanks guys for the great questions during the live stream. Don’t hesitate to ask more questions here.

Thanks you for looking into it. Very much appreciated!

Hi there,
I see that always not the youtube movie :slight_smile:

I wonder, is it possible to give a skeleton some set of parameters that adjusts animations based on that? I mean usually heavier or bigger characters have different kind of movement behaviour, less agile for example. Someone with 240 pounds is probably having a more difficult time jumping, having different arm movement and stuff like that. Was just going through my mind. That way you could have a master set of animations that is used for most characters and doesnt look exactly the same.