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Retargeting: Unreal Engine

Requirements

Software:

  • Rokoko Studio 1.17 or above.
  • Unreal Engine 4

Rokoko Studio Subscription: None


Rokoko Studio

Importing Rokoko Studio Export Settings

  1. Go to your Rokoko Project.
  2. Right-Click the clip you want to export.
  3. Turn on "Body Mesh" and hit export.



Unreal Engine

Importing animation

  1. Open you Unreal Engine project.
  2. Right-Click the content field.
  3. Select "Import to /Game..."
  4. Locate the animation you just exported.
  5. Make sure to turn on "Skeletal Mesh", "Import Mesh" and Import Content Type should be "Geometry and Skinning Weights"
  6. "Use T0 As Ref Pose" also needs to be enabled else the "t-pose" will be from the animation.
  7. (If you have more animations with the same actor, you can use this/the first as the Skeleton from now on)

Prepare Source Skeleton

  1. The source rig is the animations skeletal mesh we just imported.
  2. Double-click the skeleton asset (The light blue).
  3. Set the "Preview Mesh" to the current mesh in the top.
    1. There is currently a bug in Unreal Engine!
    2. When you set the preview mesh, in the right corner a video will appear.
    3. You have to click the window (In the middle).
    4. And then "Apply to Asset"
    5. Then save the asset to be sure.
  4. Set Select Rig to "Humanoid"
  5. Fill out the "Target" fields.
  6. When done save the asset

This is the bone mapping for the source skeleton (Mixamo preset from Rokoko Studio):

Source
Target
Root
None
Pelvis
Hips
spine_01
Spine
spine_02
Spine1
spine_03
Spine2
clavicle_l
LeftShoulder
UpperArm_L
LeftArm
lowerarm_l
LeftForeArm
Hand_L
LeftHand
clavicle_r
RightShoulder
UpperArm_R
RightArm
lowerarm_r
RightForeArm
Hand_R
RightHand
neck_01
Neck
headHead
Thigh_LLeftUpLeg
calf_l
LeftLeg
Foot_L
LeftFoot
Thigh_R
RightUpLeg
calf_r
RightLeg
Foot_L
RightFoot


Importing Character

  1. Right-Click the content field.
  2. Select "Import to /Game..."
  3. Locate the character FBX.
  4. Make sure to turn on "Skeletal Mesh", "Import Mesh" and Import Content Type should be "Geometry and Skinning Weights".
  5. Remember to turn on "Import Morph Targets" if your character needs them.

Prepare Target Skeleton

  1. The target skeleton is the characters skeletal mesh we just imported.
  2. Double-click the skeleton asset (The light blue).
  3. Set the "Preview Mesh" to the current mesh in the top.
    1. There is currently a bug in Unreal Engine!
    2. When you set the preview mesh, in the right corner a video will appear.
    3. You have to click the window (In the middle).
    4. And then "Apply to Asset"
    5. Then save the asset to be sure.
  4. Set Select Rig to "Humanoid"
  5. Fill out the "Target" fields.
    1. We can't provide a list of mapped, but use the list for the animation as a reference!
  6. When done save the asset.


Remove T-pose/Frame 0

Optional!

  1. Double-click the animation.
  2. Go to frame 1.
  3. Right-click the animation timeline.
  4. Select "Remove frame 0 to frame 1"
  5. Save the animation.


Retarget The data

  1. Right-Click the animation.
  2. Select "Retarget Anim Assets" -> Duplicate Anim Assets and Retarget.
  3. Select the target skeleton in the left.
    1. If the character doesn't appear in the "Target"or "Source" window. You need to apply the Preview Mesh again for them both or only the one missing.
  4. Click Retarget.
  5. Now you have a new animation asset for the character!


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