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Animations Retargeting

Animation Retargeting is a feature that allows animations to be reused between characters that use the same Skeleton asset but may have vastly different proportions.

Character Lineup. Showing the different proportions among Rabbit Heart characters
Character Lineup.
Showing the different proportions among Rabbit Heart characters

Before retargeting is applied, you can already use animations between any Skeletal Meshes that share the same Skeleton asset (check out UE5’s Compatible Skeletons feature).

That means you don’t have to do any retargeting to characters that have the exact same skeleton and same skeleton proportion (you can use Compatible Skeletons).

But for Rabbit Heart characters, they all have a different proportion from the UE4 and UE5 Mannequin, so retargeting is needed to convert the animation from one proportion to another proportion.

Retarget Before After
Retarget Before After


In UE5, you need to use IK Rig + IK Retargeter, the setup is a bit more involved, but it offers more robust retarget capabilities than UE4.

The process looks like this:

UE5 Retarget Process
UE5 Retarget Process
  1. Create/Prepare IK Rig for both source and target characters.
  2. Create an IK Retargeter, select the two IK Rigs when prompted (UE5.2, for UE5.3 manually select them in the Details panels). Tweak settings and export animation from inside the IK Retargeter window (see the picture below).
IK Retargeter Window
IK Retargeter Window

Check out this video to see the retargeting process for Shenya in UE5 (this video should also applies to other Rabbit Heart characters).

Part 2 (An update to video above):


Get Stock IK Rig from Third Person Content Pack
Section titled “Get Stock IK Rig from Third Person Content Pack”
Add Feature or Content Pack
Add Feature or Content Pack

The Third Person Content Pack contains the stock IK Rig for UE4 and UE5 Mannequins that we can duplicate and use. The IK Rigs for the UE4 and UE5 mannequins are located in their own Rigs folder.

Stock IK Rig Location
Stock IK Rig Location

Since Rabbit Heart characters are using the same skeleton as UE4’s Mannequin, you can duplicate the UE4 IK Rig IK_UE4_Mannequin and just change the Preview Skeletal Mesh to one of my character.

Duplicate UE4 IK Rig
Duplicate UE4 IK Rig

Tips: Create Keyboard Shortcuts
0. Right click in the Content Browser, select Animation > IK Rig > IK Rig
Section titled “0. Right click in the Content Browser, select Animation > IK Rig > IK Rig”
Create IK Rig with Menu
Create IK Rig with Menu

Give it a meaningful name and double click the asset to open up the IK Rig Window

IK Rig Asset Thumbnail
IK Rig Asset Thumbnail

The Window is empty when first created, select your skeletal mesh in the details panel to load it.

Set Skeletal Mesh
Set Skeletal Mesh
1. Set Retarget Root on pelvis (first thing first!).
Section titled “1. Set Retarget Root on pelvis (first thing first!).”
Set Retarget Root
Set Retarget Root

These are a list of chains we need to create.

Joint Chain List
Joint Chain List

Select the Left joint chains and Mirror them to create the Right side.

Mirror Chain
Mirror Chain

Create chains for the IK bones. There are 7 of them. These are optional since UE is not able to retarget IK bones properly. I haven’t have success with retargeting IK bones, please let me know if you have any solutions.

There’s a Free plugin that can retarget IK bones: Free Bone Snapper. (Video)

IK Chains to create
IK Chains to create


Setup IK Solver

Create Full Body IK solver and Set Root Bone on Selected Solver.

Create Full Body IK Solver
Create Full Body IK Solver
Set Root Bone on Solver
Set Root Bone on Solver

Create 4 IK Goals (on the hand_l, hand_r, foot_l, foot_r).

Tips: Hotkey Ctrl + N

Create IK Goals
Create IK Goals

Drag the foot goals to go under ball joints.

Drag foot_l goal to under ball_l
Drag foot_l goal to under ball_l

The foots got broken. Reset the foots goal Transforms to fix it.

Broken Foot
Broken Foot
Reset Foot Goal's Transforms in the Details panel
Reset Foot Goal’s Transforms in the Details panel

Create Bone Settings for the pelvis, spines, clavicles, thighs and calves.

Create Fullbody IK Bone Settings
Create Fullbody IK Bone Settings

Set Rotation Stiffness on Pelvis, all the Spines and Clavicles, with the following values:

Bone NameBone Rotation Stiffness
pelvis1
spine_010.784
spine_020.928
spine_030.936
clavicle_l1
clavicle_r1
Set Rotation Stiffness
Set Rotation Stiffness

Set Preferred Angles on thighs and calfs, with the following values

Bone NameBone Preferrred Angles
thigh_l, thigh_r(0, 0, -90)
calf_l, calf_r(0, 0, 90)
Set Preferred Angles
Set Preferred Angles


After we got both IK Rigs for the source and target character, create an IK Retargeter. Right click in the Content Browser, select Animation > IK Rig > IK Retargeter

Set Preferred Angles
Set Preferred Angles

Double click the IK Retargeter asset to open the IK Retargeter Window.

1. Select the source and target IK Rig in the Details panel.

Section titled “1. Select the source and target IK Rig in the Details panel.”
IK Retargeter Window
IK Retargeter Window
Import Pose Asset
Import Pose Asset
Select Pose Asset
Select Pose Asset