UE5 -Main / UE5 5.0 Retarget Animation Disappeared ??

Are there any documents on the new IK Rig and retargeting process?

I have not found one yet ,but feel free to use mine :point_up: there :wink:

Has anyone gotten root motion to come over when retargeting with the IK Retargeter? I can get animations retargeted, but haven’t figured out how to bring over root motion.

Figured out how to get root motion to come over: you have to add a retarget chain on the root bone in both IKRig assets. Then in the IKRetargeter, you have to make sure to set the source chain for root, and then select that entry in the Chain Mapping list. In the details panel, change Translation Mode from None to either Globally Scale or Absolute, depending on how you want root motion to be converted.

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Ignoring the bugs for the moment, this really needs to be easier to use in future revisions. Documentation would likely help but it’s a lot of steps to do what you could have done easily before.

To make matters worse if you were developing anything in UE5 Preview, you can’t even go back to 4.26 or 4.27 to use the old system and then reimport without reimporting everything. Not a fan of this change, at all.

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On #3 it says to remap important bones in the target and source blueprints. How do you do that?

I’ve been battling with this for a while now. Anything I retarget has no motion at all just t-posed so I know I’m not doing it right but I don’t see any options.




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Thank you much.

I have a Source build of the latest 5.0 branch which is the same new Preview with the old Retarget system include, I can make a torrent and give you the link to download it if you want.

I’m unable to rotate the bones on the target IKRig to match the source IK Rig


The process works in theory but the retarget animations are offset thusly

You must edit the target pose to match the source exactly

I can’t it’s bugged (or something I can’t figure out) when I try to rotate a bone to move it, the rotation gizmo shows but the bone doesn’t move, my first screenshot.

IT`s not bugged you need to Set a Retarget Root.

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Also dont select individual bones, select the entire chain ,for example, From Pelvis to last Spine bone. From Shoulder or Clavicle to Hand, From upper leg to foot. etc, its more easy.


you need to Set a Retarget Root

That was the missing step, thank you, works fine now.

Has anyone figured out how to retarget at runtime, so we don’t need to duplicate animation sequences anymore?

Ok, I got stuck on “export” then I realized after beating my head, that you need to select the animations you want to retarget… sigh…

Also I found it worked better when I mapped to a bone (say wrist) that I used the previous bone vice the root. In the case of wrist I would use forearm/lower arm.

PS I miss the autobone mapping…

I’m glad you figure it out. :grinning:
Like I said in my previous post try to map the whole chain not individual bones.

Ok, I get what you are saying. Vice doing one map per bone, do one map per bone chain. So you’d have left arm vice left shoulder, upper arm, lower arm, etc…

On another note, this “new” process is a bit of a pita since I have one animation set, and about 6 skeletons. Only the animation source skeleton has different bone names out of the 6 but UE is making me retarget once per skeleton even though they have the same bone names.

I didn’t run across this using the “old” way.

didn’t work for me