Creating an IK Rig
You may be asking, why do we need to create an IK Rig if MetaHumans already have one? Considering that our goal is to retarget an animation designed for one character (as the source) and apply it to our MetaHuman character (as the target), we need to make sure that the rigs have the correct naming conventions. For example, we need to ensure the left arm of the source matches the left arm of the target; some rigs will refer to shoulder as clavicle, so we need to ensure the naming convention is the same for both rigs.
So, we are effectively going to create a new IK Rig that translates information from the source and to the target. This will become much more visually apparent as we progress with the chapter and deal with IK chains. The reason we are doing this is that the naming conventions for the source rig could be different from the target rig, so the IK Rig we are going to create for each is effectively just a simple set of instructions to make the translation...