You've found the perfect motion capture animation, but there's a problem: it was created for a different skeleton than your custom character. Maybe you're using stylized characters with exaggerated proportions, or you've built a unique creature that doesn't match standard humanoid rigs.
This is where animation retargeting comes in—one of the most powerful (and sometimes frustrating) techniques in game development. In this comprehensive guide, we'll walk through retargeting workflows for all three major engines and solve the common problems that trip up even experienced developers.
What is Animation Retargeting?
Animation retargeting is the process of transferring motion data from one skeleton (the source) to another skeleton (the target) with a different bone structure, naming convention, or proportions.
Think of it like this: the source skeleton is an actor performing movements, and the target skeleton is a puppet that needs to mimic those movements—even though the puppet might have longer arms, shorter legs, or completely different joint positions.
Modern retargeting systems use Inverse Kinematics (IK) to solve this problem. Instead of directly copying bone rotations (which would break horribly with different proportions), IK solvers calculate where bones should end up to achieve similar poses and contact points.
When Do You Need Retargeting?
You'll need to retarget animations when:
- Different skeleton structures – Your character has more or fewer bones than the source animation (extra twist bones, different finger setups, etc.)
- Different proportions – Your character is taller, shorter, or has different limb ratios than the source
- Different bone naming – Source uses "LeftArm" while your rig uses "arm_L" or "L_Arm"
- Different hierarchy – Bones are parented differently (spine structure, hand bone chains)
- Cross-engine transfers – Moving animations between Mixamo, UE5 Mannequin, or custom rigs
If your character uses a standard skeleton (UE5 Mannequin, Mixamo, or compatible), you often don't need retargeting at all—just import and assign. At MocapWork, all animations are rigged to UE5 Mannequin with Mixamo compatibility for seamless imports.
Retargeting in Unreal Engine 5
UE5 introduced the IK Retargeter system, which is significantly more powerful than UE4's bone-based approach. Here's the complete workflow:
Unreal Engine 5
IK RetargeterStep 1: Create IK Rigs for Both Skeletons
Right-click your source skeleton (the one your mocap uses) and select Create → IK Rig. Repeat for your target skeleton (your custom character).
Step 2: Configure the IK Rigs
In each IK Rig, you need to define:
- Retarget Root – Usually the pelvis or hips bone
- Retarget Chains – Create chains for: Spine, Left Arm, Right Arm, Left Leg, Right Leg, Head, and optionally Fingers
Step 3: Create the IK Retargeter
Right-click in Content Browser → Animation → IK Retargeter. Set your source IK Rig and target IK Rig.
Step 4: Map Chains
UE5 will auto-map chains with similar names. Review each mapping and fix any mismatches. The preview window shows real-time results.
Step 5: Export Retargeted Animations
Right-click any animation → Retarget Animations → Select your retargeter → Choose destination. Done!
Retargeting in Unity
Unity's Mecanim system handles retargeting through its Humanoid Avatar system. It's more automatic but less flexible than UE5's approach.
Unity
Humanoid AvatarStep 1: Configure Avatar for Source
Select your mocap FBX → Rig tab → Animation Type: Humanoid → Configure. Unity will auto-detect bones; fix any red circles indicating unmapped required bones.
Step 2: Configure Avatar for Target
Same process for your custom character. Ensure the T-pose is correct in the configure screen.
Step 3: Apply Animations
With both configured as Humanoid, animations automatically retarget. Just drag the animation onto an Animator Controller and assign to your character.
Handling Non-Standard Rigs:
- Extra bones? Map only the required Humanoid bones; extras will use parent transforms
- Missing bones? Unity will interpolate, but results may be poor for missing spine/limb bones
- For creatures/robots, you may need the Generic rig type with Animation Rigging package
Retargeting in Blender
Blender requires add-ons for proper retargeting. The most common solutions are Rokoko Studio Live, Auto-Rig Pro, or the free Rigify retarget tools.
Blender
Add-on RequiredOption A: Rokoko Studio (Free)
- Install Rokoko Studio Live plugin from Blender Market (free tier available)
- Import source animation onto a temporary armature
- Use Retarget panel to map bones between source and target
- Bake retargeted animation to your character
Option B: Manual Constraint Method
- Import both armatures into scene
- Add Copy Rotation constraints from source to target bones
- Adjust influence and space settings per bone
- Use Bake Action to convert constraints to keyframes
Option C: Auto-Rig Pro (Paid)
The most robust solution for Blender. Includes automatic bone mapping, IK/FK switching, and game engine export presets.
Common Issues & Solutions
Even with proper setup, retargeting can produce unexpected results. Here are the most common problems and their fixes:
Foot Sliding / Floating
Problem: Character's feet slide across the ground or float above it during walk/run cycles.
Causes:
- Height difference between source and target skeletons
- Missing or misconfigured foot IK
- Root motion mismatch
Solutions:
- UE5: Enable "Force Root Lock" on the animation asset, or use Control Rig with IK foot solvers
- Unity: Enable "Foot IK" on the Animator component, adjust "Feet Spacing" in avatar config
- All engines: Scale animation or adjust retarget settings to match character height
Broken Fingers / Hands
Problem: Fingers twist unnaturally, collapse into fists, or point in wrong directions.
Causes:
- Different finger bone counts (3 vs 4 bones per finger)
- Different finger hierarchy or naming
- Source animation lacks finger data
Solutions:
- Create separate finger chains in your IK Rig (not just whole-hand)
- If source lacks finger data, use procedural finger poses or hand IK
- For simpler hands, exclude fingers from retargeting entirely
Twisted Spine / Broken Hips
Problem: Character's torso twists incorrectly, or hips flip during certain movements.
Causes:
- Different spine bone counts or positions
- Incorrect retarget root assignment
- Gimbal lock in Euler rotations
Solutions:
- Ensure retarget root is the actual hip/pelvis bone, not a root motion bone
- Match spine chain lengths (if source has 3 spine bones, configure 3 in target chain even if you have 5)
- Enable quaternion interpolation where available
Don't set the scene root or a ground-level bone as your retarget root. The retarget root should be the first bone in the actual skeleton hierarchy (pelvis/hips), not an empty transform or world-space reference.
Animation Plays at Wrong Scale
Problem: Movement distance is too large or too small—character takes tiny steps or huge leaps.
Solutions:
- Check FBX import scale settings (Unity: 0.01 vs 1.0, Unreal: automatic vs manual)
- Adjust root motion scale in animation settings
- Use animation layers to blend with scaled movement
Best Practices
Follow these guidelines to minimize retargeting headaches:
1. Start with a Standard Base
When creating custom characters, build on standard skeleton templates (UE5 Mannequin, Mixamo) and add extra bones rather than starting from scratch. This makes most marketplace animations work with minimal adjustment.
2. Test Early with Placeholder Animations
Before purchasing an entire animation pack, test one or two animations with your character. Identify issues early when you can still adjust your rig.
3. Document Your Bone Mappings
Create a reference document showing which bones map to what. This saves hours when setting up new characters or troubleshooting months later.
4. Use Additive Layers for Fixes
Instead of editing retargeted animations directly, use additive animation layers to correct issues. This preserves the original and allows non-destructive adjustments.
5. Batch Process When Possible
Once you have a working retarget setup, batch process all animations at once. This ensures consistency and saves time compared to one-by-one adjustments.
Skip the Retargeting Hassle
All MocapWork animations are rigged to UE5 Mannequin with Mixamo compatibility—import and use instantly.
Browse Compatible AnimationsWrapping Up
Animation retargeting is one of those skills that seems daunting at first but becomes second nature with practice. The key is understanding that you're not just copying data—you're translating movement intent between different body structures.
Start with simple animations (idles, walks) to verify your setup works before tackling complex combat or acrobatic sequences. And when things go wrong—because they will—systematically check your bone mappings, IK chains, and root configuration.
Modern engines have made retargeting dramatically easier than it was even five years ago. UE5's IK Retargeter in particular is a game-changer for handling proportion differences that would have required manual keyframe adjustment in the past.
Have questions about retargeting animations to your specific character? Reach out to our team—we're happy to help troubleshoot.