✨Retarget Features
In this section you will learn about retargeting settings.
Last updated
In this section you will learn about retargeting settings.
Last updated
This feature uses a direct retargeting algorithm, which is based on computing the delta between the source and target skeletons. It is also capable of adjusting the bone position, which is great for weapon bones.
Feature Weight: controls the influence of this feature. 1 means 100% applied, 0 means 0% applied.
Scale Weight: controls the influence of the animation scale. It is computed based on the bone chain length difference between 2 skeletons. If set to 1, the scale will not be affected. You usually want to keep this value at 1 most of the time.
Translation Weight: defines how much of the original translation will be used. It is only useful for Pelvis and Weapon bones. Set this to zero for other bones, unless you want to retarget world translation as well.
Offset: defines the world offset for all bones in the chain. Only useful for single-bone chains, like Pelvis or Weapon bone.
Tip: this feature works great for general chains, that do not require accuracy. Examples: spine, fingers, neck. It is also crucial for single elements, like weapon or pelvis.
This feature uses an IK algorithm to provide a more realistic result. This feature is derived from the Basic Retarget Feature, so it has similar properties:
IK Weight: controls the IK influence. 1 means 100% applied, 0 means no effect.
Effector Offset: contols the translation offset of the IK target. The IK target is the last bone in the chain, so that is why your arm and leg chains must end with hand or foot.
Effector Offset Space: defines the space the Effector Offset will be applied in. Usually you want to select the root bone here.
There are no limits for the number of elements in the IK chain. This feature will work well, even if there is a difference between source and target bone chains.
Tip: IK is perfect for legs and arms, as it will provide a more accurate motion.
This feature was specifically designed for reloading animations. It works similarly to the IK Feature, the only difference is the way IK is applied - the system directly copies/pastes the data without any scaling, which fully preserves the motion.
Right Hand Offset: position offset for the right hand in weapon space.
Left Hand Offset: position offset for the left hand in weapon space.
Weapon Offset: viewmodel positiong offset.