Glossary

Retargeting

Transferring animations from one skeleton to another with different proportions or bone names.

Retargeting maps the bones of a source skeleton onto a target skeleton, so an animation made for one character can drive another. Engines do this through a shared humanoid definition: Unity's Humanoid avatar, Unreal's IK Retargeter and Godot 4's bone map with its humanoid skeleton profile. What they need is a recognisable bone chain (hips, spine, neck, head, arms and legs) and a comparable rest pose. The rigged variants on Grab3D use a 24-bone humanoid skeleton with common bone names such as Hips, Spine, LeftArm and LeftUpLeg, which you can assign to these humanoid profiles. There are no finger, jaw or facial bones, so hand and face tracks from other animations are dropped. The included walk and run clips are in place, without root motion, so you move the character with your controller.

See also: RiggingFBX

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