Retargeting
Last updated
Last updated
Retargeting is a powerful feature for applying the same set of animations across various character models, especially humanoid ones. Humanoid models generally have the same basic structure, representing the major parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargeting of animations and even inverse kinematics.
This mode is similar to the Avatar setup in Unity3D.
To run Retargeting on a humanoid character, click on any bones of that character. Then in the Inspector tab, click on the "Retargeting" button.
This takes you to retargeting mode (a separate mode from default animation mode).
In Retargeting Mode, the scene tree displays only the bones of the skeleton. You may notice that the character is in T-pose. T-pose is required for animations to be retargeted onto the character properly.
By default, PixCap will automatically parse the bone names and hierarchy of the skeleton to match bones to their respective bone slots. This can then be adjusted by drag and dropping from the scene tree.
Parent bones cannot be mapped below its child bones in the hierarchy. For example, the foot bone cannot be mapped above the thigh bone. Unsuccessful mappings will be flagged as red, while successful mappings will be flagged as green.
All required parts must be flagged as green for successful retargeting
Once you are satisfied with the retargeting setup, click on "Done" (not "Cancel") at the bottom right. This registers the skeleton as a retargeted skeleton in the project, ready for animating.
In the inspector tab, the mappings for the major body parts are displayed, where required bones are marked as and optional bones as . All required bones must be filled for retargeting to successfully complete. Bones can be dragged from the scene tree on the left into their corresponding bone slots.