💨Realtime Retargeting
In this section we will learn how to use dynamic retargeting.
Last updated
In this section we will learn how to use dynamic retargeting.
Last updated
Retarget Pro allows you to retarget animations dynamically. Unlike the Unity Humanoid system, you do not need to convert your animations, instead, we will use another character's pose and adapt it to our target skeleton.
First, you need to add an Animator component to your target character. It is required because Retarget Pro will use multithreaded animation updates to maintain a smooth framerate. Do not specify the controller asset:
Add this component to your character and assign source Game Object (the character we are going to adapt pose from) and Retarget Profile:
Tip: you can parent your target character to the source one, and hide the source model's mesh.
At this point, your animations should be successfully retargeted in real-time. You can adjust the Retarget Profile on the fly, just like with the Editor tool.
Retarget Pro uses Animation Jobs to ensure the retargeting logic runs in parallel. Here are some tips on how you can improve performance:
Instead of creating bone chains for every finger, you can combine them into a single "Fingers" chain. You can do a similar thing for arms (unless you need IK) and other bones. This will prevent the system from allocating too many jobs.
You can create custom Retarget Features and Retarget Jobs. It is possible to combine some logic, so you have more stuff going on in a single Animation Job.