For retargeting anim, I recommend you take a look on this plugin: www.unrealengine.com/marketplace/en-US/product/easy-pose It helps to match poses automatically with just a single click. Ensuring a flawless result.
at the 2:17 part I dont have interaction or center of mass. Did I do something wrong?....I ended up just finishing what you did and everything worked perfectly so I guess it doesnt matter. Thanks for the plugin and the tutorial video. I couldnt have done it without the video and it even seems to have fixed the animations from hovering too. Great Plug In and thanks very much.
The part you mentioend is: "attaching bones to the root bones". So, if the mesh doesn't have center_of_mass, or the interaction, that is fine. By the way, if it is comfortable for you, please give the plugin a review based on your experience. Your feedback is immensely valuable to me and serves as a crucial source of motivation. With your support, I can continue creating more useful tools and improvements in the future. Thank you for enjoying it, I truly appreciate it!
Hello @@ThanhLongLe1410 , I cannot find center of mass and interaction in the IQ Mannequin in UE5.3 and this cause the root motion not wokring, how to find these bones so I can apply the solvers? Thanks so much for the plugin I have rated 5 Star
@@Padawan-j3gThanks, it seems to me you did something wrong with the ik rig, the center of mass and interaction are harmless for animation. It shouldn't cause any problems with root motion.
Hey, Look here! If you wanna use this plugin but not work, try my solution below: Makesure your IK Rig file add and enable the "Full body IK" , and set it upon "Free Bone Snapper"! (just like what the vidio show you) That will makesure the snapper work in IK Retargeter screen. have a nice day :)
Even after doing everything in the video, while the final ik bones are definitely attached and moving the way they should be, the final mesh(such as a sword or gun) that you attach to the hand is slightly different from where it was in the original animation. Is there any way to fix this?
Thank you for this plugin, I need help if possible, following your settings I found this bug where ik_foot_root isn't following the root but stay at zero, if I remove ik_foot_root from the bone snapper bone setting the bug move to ik_hand_root that stay at zero while before was correct and was following the root.
Checked is set, If I don't setup the ik_hand_root the ik_foot_root is working. as soon I setup everything ik_foot_root doesn't follow anymore . If I skip ik_foot_root then the one that doesn't work is ik_hand_root@@ThanhLongLe1410
Hi, I followed the instructions using the same animation Great Sword Jump Attack, and the root and all hand IK (ik_hand_root, Ik_hand_gun, Ik_hand_r, ik_hand_l) are working correctly. However, feet IK (ik_foot_root, ik_foot_r, ik_foot_l) are not snapping to the root bone, these bones are moving below ground level, even though I repeated this tutorial quite a few times, restarted the project, and I'm getting the same results. Any advice?
@@ThanhLongLe1410 Hi there, yes, let me correct, I followed the instructions with these snapping bones: ik_foot_root and ik_hand_root = snap to root, ik_foot_l = snap to foot_l, ik_foot_r = snap to foot_r ik_hand_gun and ik_hand_r = snap to hand_r ik_hand_l = snap to hand_l I also set pelvis as Root for the bone snapper solver. However, the result looks different from your video, even though Mixamo has no ik bones, but it can become a problem if I want to edit the motions. Did I miss anything? Final result: ruclips.net/user/postUgkxYXMRyVujTBMhYZtQIqZ9rXtb1Nh1Wg-r
@@ThanhLongLe1410 I found the cause, I forgot to set map all (exact) at 1:05. I assumed it was already mapped because I used the same chain names. It's working now. Thank you anyways for your quick reply.
I haven't tried, but I believe should there is no problem as long as you can match the pose as perfect as possible. However, why you don't start with Paragon characters? They are extremely high quality meshes.
Hi there! I have a quick question. The plugin is very intersting, thank you very much for writing it! However, I noticed it actually overwrites the Full Body IK solver in the IKRig file. Sometimes, when retargeting characters of different proportions, limbs might intersect (for example legs intersect). With the Full Body IK solver you could adjust the goals to correct these problems. When Bone Snapper is active, it's not possible to use any IK adjustments in the retargeter. Doesn't that kind of defeat the purpose? I thought Bone Snapper is just a simple constraint, following the specified parent. :/ Is it possible at all to snap the IK bones AND preserve the ability to use the Full Body IK for arms & legs?
Not sure if I am truly understand your problem. But the snapper solver shouldn't affect the another solvers. Probably, you snap the hands or legs, not the ik bones. And The goals of full body ik must be the legs or hands, they have nothing to do with ik bones. You could refer to the Epic default ik rig. By the way, you could change the order of the solvers in ik rig. It is the order of engine to apply the solvers.
@@ThanhLongLe1410 Sorry, it was so strange. I tried again on a blank project and it worked as you said. Then I restarted my previous project and that also suddenly worked as intended. Basically restarting the engine was the solution. So sorry! In any case, thank you so much for this tool, I've been trying to figure out how to retarget the IK bones for quite a while. Your plugin is amazing. Thank you!!
Is the movement of the root bone meant to work when it is in the vertical axis? I'm following the tutorial using the Climbing Up animation from Mixamo, and using the Bone Snapper I can see the root moving left and right during the animation, but it does not move upwards... Am I missing something? Any tips would be very appreaciated! The IK bones are also not moving, though I suspect it may be just a consequence of the above problem.
Looks like the plugin limitation. Can you give me the name of the animation? BTW, Ik should always be snapped to the target bone. It is irrelevant to root
@@ThanhLongLe1410thanks for the quick feedback! I don't have access to mixamo on my phone, but if you search climbing up you should find it. I'm using the one that is like climbing a wall, but I suspect that any animation that involve motion on the vertical axis would have the same problem. After taking a look at the source code and comments on this video I kind of understand why the z component is being ignored. I believe what I need in this case is having the root z component being set to the offset of the initial position - current position of the Hips bone of the mixamo animation, but couldn't figure out how do that...
@@ThanhLongLe1410 Ok, I managed to get it working I believe. At Initialize() I save both the initial Z position of the Root and the Pelvis bone. Then at Solve() I update the Root position to InitialZRoot - (InitialZPelvis - CurrentZPelvis). I'm new to animation so I'm not fully sure if that makes sense from an animator perspective, but looking at the retargetted bones it seems to be working fine. It's my current understanding that this was done to avoid unecessary vertical movement in the root bone when the hips bone of the original animation go up and down, but with the current approach any animations that involve movement in the Z axis will have this problem. Perhaps the above solution could be added to the code, an an additional bolean added to the solver to apply or not changes in the Z axis (similar to the current "In Place" one). Anyways, useful plugin, thanks a lot. 👍
@epd9005 I have a solution to snap the root to a desired point rather than the floor seamlessly. However, I can't find an animation that have the root bone flies around 😅. So, I think the current implementation is good. For your specific use case, instead, I think there should set character "fly" when needed. You could check it yourself with "jump anim root motion unreal engine"
For meshes don't have T-pose, you will have to match the pose manually or use "Easy Pose" plugin to match the pose automatically: www.unrealengine.com/marketplace/en-US/product/easy-pose
@@PikBo100 the pose lies on ik retargeter asset (the blue color one). I suspect you select wrong asset (there are 2 or 3 ik retargeter assets come with the default project) Or you can try this asset: www.unrealengine.com/marketplace/en-US/product/easy-pose It matches any poses, any skeletons with a single click. You just need to focus on creating ik rig
@@ThanhLongLe1410 i just made an asset pose from a TPose animation what i found in assets, but when retarget from mixamo to ue5 skeleton still have issues with hands, are not in same position and when character is moving, have bad hands rotation
Thank you so much! Finally I can use animations on normal skeletons!
Thank you for stepping up and creating this much needed plugin! Will save a lot of headaches for newbies like me.
You're welcome!
thank you, very helpful, it's a great time saver when i need retarget animation which need distance matching from ik bones.
For retargeting anim, I recommend you take a look on this plugin: www.unrealengine.com/marketplace/en-US/product/easy-pose
It helps to match poses automatically with just a single click. Ensuring a flawless result.
Thank you so much. This is the best one I found.
Thanks so much! It works well!
at the 2:17 part I dont have interaction or center of mass. Did I do something wrong?....I ended up just finishing what you did and everything worked perfectly so I guess it doesnt matter. Thanks for the plugin and the tutorial video. I couldnt have done it without the video and it even seems to have fixed the animations from hovering too. Great Plug In and thanks very much.
The part you mentioend is: "attaching bones to the root bones". So, if the mesh doesn't have center_of_mass, or the interaction, that is fine.
By the way, if it is comfortable for you, please give the plugin a review based on your experience. Your feedback is immensely valuable to me and serves as a crucial source of motivation. With your support, I can continue creating more useful tools and improvements in the future.
Thank you for enjoying it, I truly appreciate it!
Hello @@ThanhLongLe1410 , I cannot find center of mass and interaction in the IQ Mannequin in UE5.3 and this cause the root motion not wokring, how to find these bones so I can apply the solvers? Thanks so much for the plugin I have rated 5 Star
@@Padawan-j3gThanks, it seems to me you did something wrong with the ik rig, the center of mass and interaction are harmless for animation. It shouldn't cause any problems with root motion.
@@Padawan-j3g just change preview skeletal mesh to SKM_Quinn in IK_Mannequin. It's appear in my case
thank you!!!!!!!!
Fantastic
Hey, Look here!
If you wanna use this plugin but not work, try my solution below:
Makesure your IK Rig file add and enable the "Full body IK" , and set it upon "Free Bone Snapper"! (just like what the vidio show you)
That will makesure the snapper work in IK Retargeter screen.
have a nice day :)
Even after doing everything in the video, while the final ik bones are definitely attached and moving the way they should be, the final mesh(such as a sword or gun) that you attach to the hand is slightly different from where it was in the original animation. Is there any way to fix this?
Ensure which bone you are attaching the mesh to, I suspect it is weapon
this is a bit too good to be true but ill take it
Thank you for this plugin, I need help if possible, following your settings I found this bug where ik_foot_root isn't following the root but stay at zero, if I remove ik_foot_root from the bone snapper bone setting the bug move to ik_hand_root that stay at zero while before was correct and was following the root.
That sounds strange. Did you forget to set the destination for ik...root somehow?
Checked is set, If I don't setup the ik_hand_root the ik_foot_root is working. as soon I setup everything ik_foot_root doesn't follow anymore . If I skip ik_foot_root then the one that doesn't work is ik_hand_root@@ThanhLongLe1410
hey i cant find ik rig.I am using 5.1
Try the fresh project
Hi, I followed the instructions using the same animation Great Sword Jump Attack, and the root and all hand IK (ik_hand_root, Ik_hand_gun, Ik_hand_r, ik_hand_l) are working correctly. However, feet IK (ik_foot_root, ik_foot_r, ik_foot_l) are not snapping to the root bone, these bones are moving below ground level, even though I repeated this tutorial quite a few times, restarted the project, and I'm getting the same results. Any advice?
Ik feet should be snapped to the feet accordingly, not root. Please make sure you snap them properly.
@@ThanhLongLe1410 Hi there, yes, let me correct, I followed the instructions with these snapping bones:
ik_foot_root and ik_hand_root = snap to root,
ik_foot_l = snap to foot_l,
ik_foot_r = snap to foot_r
ik_hand_gun and ik_hand_r = snap to hand_r
ik_hand_l = snap to hand_l
I also set pelvis as Root for the bone snapper solver. However, the result looks different from your video, even though Mixamo has no ik bones, but it can become a problem if I want to edit the motions. Did I miss anything?
Final result: ruclips.net/user/postUgkxYXMRyVujTBMhYZtQIqZ9rXtb1Nh1Wg-r
Are you retargeting mixamo to ue?
Send me the screenshots capture your ik rig and ik retargeter at longlt00502@gmail.com
@@ThanhLongLe1410 Yes, Mixamo to UE Manny. I'll send you the screenshots. Thank you.
@@ThanhLongLe1410 I found the cause, I forgot to set map all (exact) at 1:05. I assumed it was already mapped because I used the same chain names. It's working now. Thank you anyways for your quick reply.
can we apply ue5 animations to mixamo skeleton system ?
I haven't tried, but I believe should there is no problem as long as you can match the pose as perfect as possible.
However, why you don't start with Paragon characters? They are extremely high quality meshes.
and free @@ThanhLongLe1410 😁
Hi there!
I have a quick question. The plugin is very intersting, thank you very much for writing it! However, I noticed it actually overwrites the Full Body IK solver in the IKRig file.
Sometimes, when retargeting characters of different proportions, limbs might intersect (for example legs intersect). With the Full Body IK solver you could adjust the goals to correct these problems. When Bone Snapper is active, it's not possible to use any IK adjustments in the retargeter.
Doesn't that kind of defeat the purpose? I thought Bone Snapper is just a simple constraint, following the specified parent. :/ Is it possible at all to snap the IK bones AND preserve the ability to use the Full Body IK for arms & legs?
Not sure if I am truly understand your problem. But the snapper solver shouldn't affect the another solvers. Probably, you snap the hands or legs, not the ik bones.
And The goals of full body ik must be the legs or hands, they have nothing to do with ik bones. You could refer to the Epic default ik rig.
By the way, you could change the order of the solvers in ik rig. It is the order of engine to apply the solvers.
@@ThanhLongLe1410 Sorry, it was so strange. I tried again on a blank project and it worked as you said. Then I restarted my previous project and that also suddenly worked as intended. Basically restarting the engine was the solution. So sorry!
In any case, thank you so much for this tool, I've been trying to figure out how to retarget the IK bones for quite a while. Your plugin is amazing. Thank you!!
What about metahumans? They don't have those Ik bones.
You just need to ignore what is missing.
Is the movement of the root bone meant to work when it is in the vertical axis? I'm following the tutorial using the Climbing Up animation from Mixamo, and using the Bone Snapper I can see the root moving left and right during the animation, but it does not move upwards... Am I missing something? Any tips would be very appreaciated!
The IK bones are also not moving, though I suspect it may be just a consequence of the above problem.
Looks like the plugin limitation. Can you give me the name of the animation?
BTW, Ik should always be snapped to the target bone. It is irrelevant to root
@@ThanhLongLe1410thanks for the quick feedback! I don't have access to mixamo on my phone, but if you search climbing up you should find it. I'm using the one that is like climbing a wall, but I suspect that any animation that involve motion on the vertical axis would have the same problem.
After taking a look at the source code and comments on this video I kind of understand why the z component is being ignored. I believe what I need in this case is having the root z component being set to the offset of the initial position - current position of the Hips bone of the mixamo animation, but couldn't figure out how do that...
@@ThanhLongLe1410 Ok, I managed to get it working I believe.
At Initialize() I save both the initial Z position of the Root and the Pelvis bone.
Then at Solve() I update the Root position to InitialZRoot - (InitialZPelvis - CurrentZPelvis). I'm new to animation so I'm not fully sure if that makes sense from an animator perspective, but looking at the retargetted bones it seems to be working fine.
It's my current understanding that this was done to avoid unecessary vertical movement in the root bone when the hips bone of the original animation go up and down, but with the current approach any animations that involve movement in the Z axis will have this problem. Perhaps the above solution could be added to the code, an an additional bolean added to the solver to apply or not changes in the Z axis (similar to the current "In Place" one).
Anyways, useful plugin, thanks a lot. 👍
Thanks for the hint. I will take a look
@epd9005 I have a solution to snap the root to a desired point rather than the floor seamlessly. However, I can't find an animation that have the root bone flies around 😅. So, I think the current implementation is good.
For your specific use case, instead, I think there should set character "fly" when needed. You could check it yourself with "jump anim root motion unreal engine"
Does this work with metahuman ?
Yes, as long as you can setup IKRig properly, it should work with any bone structure: DAZ, MetaHuman, Paragon, etc.
For meshes don't have T-pose, you will have to match the pose manually or use "Easy Pose" plugin to match the pose automatically: www.unrealengine.com/marketplace/en-US/product/easy-pose
@@ThanhLongLe1410 thank you so much
i can't add settings at 2:59
Make sure the solver is selected
@@ThanhLongLe1410 it's checked so selected
@@adamb31 no no, have to select a particular solver in order to add setting for it.
its 2025 and no one click solution...
i dont know why but i dont have option T Pose :(
Try again with UE5.2 or 5.3 3rd person project
@@ThanhLongLe1410 i use 5.3 too but dont see any T Pose
@@PikBo100 the pose lies on ik retargeter asset (the blue color one). I suspect you select wrong asset (there are 2 or 3 ik retargeter assets come with the default project)
Or you can try this asset: www.unrealengine.com/marketplace/en-US/product/easy-pose
It matches any poses, any skeletons with a single click. You just need to focus on creating ik rig
@@ThanhLongLe1410 i just made an asset pose from a TPose animation what i found in assets, but when retarget from mixamo to ue5 skeleton still have issues with hands, are not in same position and when character is moving, have bad hands rotation
@@PikBo100 yeah, aligning hands and fingers are difficult, sometimes it is impossible. EasyPose plugin can solve this in a single click :)