Basic Translation Retargeting
It is possible to use basic translational retargeting between two assembled MetaHuman characters.
Add the first character to the level and open the actor Blueprint.
Select the Body component, and set the Animation Mode to Use Animation Asset, selecting an appropriate body animation asset. Repeat this process for the Face component.
Click Compile and then Save.
If you go into PIE, you should see the character animating in the level.
Open the Blueprint for the second character.
Select the Body component, and set the Animation Mode to Use Animation Asset, selecting the same body animation asset as the first character. Repeat this process for the Face component.
Click Compile and then Save.
Add the second character to the level.
If you go into PIE, you should see the two characters animating in the level.
Parent Skeletal Mesh Retargeting
Retarget animation from one assembled MetaHuman character to another using a retarget pose from mesh node.
Create Animation Blueprint
Find the Skeletal Mesh for the target character in the Content Browser.
Right click and select Create > Anim Blueprint.
Give the new asset a name, and double click to open the asset editor.
In the Anim Graph, right click to create a Retarget Pose From Mesh node and connect it to the Output Pose. Keep the Retarget Pose parameter set to Parental Skeletal Mesh Component.
Select the RTG_MH_IKRig asset in the IK Retargeter Asset parameter.
Click Compile and then Save.
Parent Skeletal Mesh
Open the actor blueprint for the target character.
Multi-select all components under (but not including) Root. Copy them with Ctrl + C.
Open the actor blueprint for the source character.
Use Ctrl + V to paste the target character components. Reparent the Body component of the target character under the Body component of the source character.
We recommend offsetting the characters so it is easier to see differences in animation.
Select the Body component for the target character (named Body1), and set the Animation Mode to Use Animation Blueprint, selecting the same Animation Blueprint asset created in the previous section.
Select the Body component for the source character and set the Animation Mode to Use Animation Asset, selecting an appropriate Animation Asset.
Retarget Component Workflow
Parent Skeletal Mesh Retargeting requires you to adjust the actor blueprint. This can be inconvenient if you need to re-assemble frequently or want to work with unmodified actor blueprints. An alternative approach is to use the retarget component.
For this setup you’ll need an actor to play the animations on (the source), and a target assembled MetaHuman character.
The source actor can be a simple skeletal mesh component. The source actor should use the same proportions that the played back animation has been recorded onto, so that translational retargeting, which is always applied, doesn’t adjust proportions and we don’t retarget twice. This should be the SKM_Body found in Common/Body/IdentityTemplate/SKM_Body of the assembled MetaHuman character.
Apply an animation sequence or AnimBP onto the source actor.
Open the assembled MetaHuman character actor blueprint.
Add a retarget component to it.
Compile, save and close the actor blueprint editor.
Select your assembled MetaHuman character in the level and then the retarget component.
Select the skeletal mesh from the source actor as the Source Skeletal Mesh Component.
And the Body of the assembled MetaHuman character as the Controlled Skeletal Mesh Component.
Runtime Parent Skeletal Mesh Retargeting in the Game Animation Sample Project
Retarget animation from Manny to an assembled MetaHuman character using a retarget pose from mesh node in the Game Animation Sample Project.
This workflow requires the Game Animation Sample Project to be open in Unreal Engine.
Create Animation Blueprint
Find the Skeletal Mesh for the assembled MetaHuman character in the Content Browser.
Right click and select Create > Anim Blueprint.
Give the new asset a name, and double click to open the asset editor.
In the Anim Graph, right click to create a Retarget Pose From Mesh node and connect it to the Output Pose. Keep the Retarget Pose parameter set to Parental Skeletal Mesh Component.
Select the RTG_UEFN_to_MetaHuman_nrw asset in the IK Retargeter Asset parameter.
Click Compile and then Save.
Parent Skeletal Mesh
Open the actor blueprint for the assembled MetaHuman character.
Multi-select all components under (but not including) Root. Copy them with Ctrl + C.
Duplicate and open the actor blueprint for the Manny.
Use Ctrl + V to paste the target character components. Reparent the Body component of the target character under the Mesh (CharacterMesh0) component of Manny.
Remove the offset by setting the Transform for the body component to 0.
As the default +2cm offset applied to all MetaHuman characters has been removed you will need to apply a -2 offset to the Location Transform to correctly line up with Manny.
Select the Body component for the target character, and set the Animation Mode to Use Animation Blueprint, selecting the same Animation Blueprint asset created in the previous section.
You may also need to set the Skeletal Mesh clothing component of the assembled MetaHuman character to use the same Animation Blueprint.
Hide Manny by selecting the Mesh (CharacterMesh0) component and set Visible to off.
Click Compile and then Save.
Update Editor Widget
Open the Game Animation Widget editor.
Duplicate the Manny widget. Set the Object to the duplicated Manny blueprint.
Click Compile and then Save.
Run The Level
Run the level.
Move the character to the Game Animation Widget.
Select the character that was created in the previous section.
Next Up
Realtime Animation Using Live Link
Use MetaHuman sources in Live Link to animate an assembled MetaHuman character in real time.