Skeleton > Retargeting > Retarget Skeleton
 
 
 

Retargets the animation on one skeleton (source) to that of another (target) skeleton.

Skeleton > Retargeting > Retarget Skeleton >

The Retarget Skeleton Options window lets you set the retargeting solver’s options.

The retargeting solver is what looks at the animation on the source skeleton’s joints and retargets them to the corresponding, labelled joints of the target skeleton.

Neutral Pose

Specifies whether a defined neutral pose (the pose set with Skeleton > Retargeting > Set Neutral Pose) will be used to relate the source and target skeletons during the retarget or whether it will be a pose at a specified frame. See Set a skeleton’s neutral pose and Skeleton > Retargeting > Set Neutral Pose.

Neutral Pose

Select one of the following options.

Pose

Sets the neutral pose as the pose you set with Skeleton > Retargeting > Set Neutral Pose. If you have already set a neutral pose for each skeleton using Set Neutral Pose, use this option. Pose is on by default.

Frame

Sets the poses of the source and target skeletons at the specified frame as their neutral poses. Use this option if you have not previously set the neutral poses for your skeletons using Skeleton > Retargeting > Set Neutral Pose.

Neutral Pose Frame

Specifies the frame to use to set the neutral poses of the source and target skeletons.

Maintain Offset

Maintains the source and target skeleton’s global positions so that the target skeleton does not move to the position of the source skeleton when you retarget.

Lower Body

Lower Body Solution

Lets you choose how the lower body animation of the source skeleton is retargeted to the lower part of the target skeleton.

Joint Rotations Only

When on, only joint rotations are retargeted. Use this option if you are mapping animation between rigs that have the same bone lengths. For example, if you are retargeting animation from a low resolution rig to a high resolution rig of the same skeleton.

Scaled Foot Placement

When on, all animation data is retargeted. Use this option if you are retargeting motion from one skeleton to a completely different skeleton. For example, retargeting animation from a giant to a dwarf.

This option takes into account the position and orientation of the source’s feet, and solves the retarget by translating/orienting the target’s feet like the source’s feet. This ensures that the target skeleton’s foot placement looks natural and that its feet move in relation to its proportions-not those of the source skeleton. This option is on by default.

Absolute Foot Placement

When on, ensures that the target skeleton’s feet land at the same points as those of the source. Use this option when you need the target skeleton’s feet to land at very specific locations. For example, you would use this if you are retargeting a fight sequence or dance routine.

Lower Body Scale

Specifies how the animation on the hip, knee, ankle, foot, and toe joints of the source skeleton is retargeted to the corresponding leg joints of the target skeleton.

For example, if you are retargeting animation from a giant to a dwarf, you should select the Hip to Foot option because it best handles the retargeting of animation between skeletons whose legs have different bone lengths.

Only available when Scaled Foot Placement in on.

Hip to Foot

Calculates the lower body scale for target using the source’s hip to foot scale.

Hip to Toe

Calculates the lower body scale for the target using the source’s hip to toe scale.

Overall Height

Calculates the lower body scale for the target using the overall height of the source.

Other

Calculates the lower body scale for the target using the current Lower Scale Factor value.

Lower Scale Factor

Lets you specify a custom scale factor for the target’s lower-body animation. Only available when Other in on.

Upper Body

Upper Body Solution

Lets you choose how the upper body animation of the source skeleton is retargeted to the upper part of the target skeleton.

Joint Rotations Only

When on, only joint rotations are retargeted. Use this option if you are mapping animation between rigs that have the same bone lengths. For example, if you are retargeting animation from a low resolution rig to a high resolution rig of the same skeleton.

Scaled Hand Placement

When on, all animation data is retargeted. Use this option if you are retargeting motion from one skeleton to a completely different skeleton. For example, retargeting animation from a giant to a dwarf.

This option takes into account the position and orientation of the source’s hands, and solves the retarget by orienting and positioning the target’s hands like the source’s hands. This ensures that the target skeleton’s hand placement looks natural and that its hands move in relation to its proportions-not those of the source skeleton. This option is on by default.

Absolute Hand Placement

When on, ensures that the target skeleton’s hands move to the exact same points as those of the source. Use this option when you need the target skeleton’s hands to move to very specific positions. For example, you would use this if you are retargeting a fight sequence or dance routine.

Maintain Hand Distance

Maintains the distance between the hands and the rest of the body for the target skeleton. Use this option when the source and target skeletons are carrying objects. For example, basketball players holding balls, waiters holding trays and so on.

Upper Body Scale

Specifies how the animation on the shoulder, elbow, wrist, hand, and finger joints of the source skeleton is retargeted to the corresponding arm joints of the target skeleton.

Only available when Scaled Hand Placement in on.

Shoulder-Hand

Calculates the upper body scale for target using the source’s shoulder to hand scale.

Shoulder-Finger

Calculates the upper body scale for the target using the source’s shoulder to finger scale.

Same as lower

Calculates the upper body scale for the target using the lower body scale of the source.

Other

Calculates the upper body scale for the target using the current Upper Scale Factor value.

Upper Scale Factor

Lets you specify a custom scale factor for the target’s upper-body animation. Only available when Other in on.

Scale Hand From

Specifies what pivot is used in the calculations for scaling the target skeleton’s hands in respect to the source skeleton’s hands. Select one of Shoulder, Root, or Origin. Shoulder is selected by default.

Only available when Scale Hand Placement is on.

Time

Time Range

Select one of the following options.

WarningAny animation on the target skeleton within the specified time range will be over written by the source skeleton’s animation data.
Selected Time Range

Sets the retargeting time range to the range of time selected (using -drag) in the time slider.

Time Slider

Sets the retargeting time range to the time sliders current range.

Start/End

Sets the retargeting time range to the specified Start Time and End Time.