Creating an IK Retargeter for MetaHumans
To retarget the UE5 Mannequin to the MetaHuman, take the following steps:
- In the From_Mixamo folder, duplicate the previously created RTG_Manny IK Retargeter and rename it to
RTG_MetaHuman
. Then, double-click to open it. - In the Details panel, in the Source section, change Source IKRig Asset to IK_Mannequin, and Source Preview Mesh to SKM_Manny_Simple.
- In the same panel, change Target IKRig Asset to IK_metahuman, and Target Preview Mesh to m_med_nrw_body:
Figure 8.35: Setting the source and target IK Rig Assets
Note
The following are abbreviations of the body types of MetaHumans in UE:
- m/f: male/female
- srt/med/tal: short/medium/tall (height)
- unw/nrw/ovw: underweight/narrow/overweight
- In the Viewport, the UE5 Mannequin (Manny) and the MetaHuman may overlap. Use Target Mesh Offset to separate the characters by 200 units in the Xaxis.
Figure 8.36: The UE5 Mannequin to Metahuman retargeting
Note
If your characters do not resemble what is shown in Figure 8.36, use the Reset drop-down to reset their pose.
Note
It is perfectly normal for the MetaHuman to be missing its head and other parts. What we are really interested in now is matching the Mixamo animation to the MetaHuman. We will learn how to add and animate facial expressions in Chapter 9.
- Select the Asset Browser tab, double-click the Samba_Dancing animation, and now, both the UE5 Mannequin (Manny) and the MetaHuman are dancing in unison. Perfect!
- As before, we will export this animation for the MetaHuman. Select the Samba_Dancing animation and click Export Selected Animations in Asset Browser. Then in the pop-up window, select the MetaHumans folder, right-click, and create a new folder named
MH_Animations
. In the Suffix window, type_MH
. Now, click Export. - Save the project (Ctrl + Shift + S).
And we are done! In this section, we successfully retargeted the UE5 Mannequin to the MetaHuman and saved the mocap animation to be used with our MetaHuman. In the next section, we will test our animations, both for Manny and the MetaHuman, ensuring that the animations work as expected. We will be using UE Sequencer for this.