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.
To run retargeting on a humanoid character, click on any bones of that character. Then in the inspector, click on the “Retargeting” button.
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 (AI Mocap or otherwise) to be retargeted onto the character properly.
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.
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.
Once you are happy 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 AI mocap and beyond.
The AI Mocap tab should now display the retargeted skeleton as an available rig for Image and Video Capture.