MetaHuman - DrowningDragons/MoveIt-Wiki GitHub Wiki
MoveIt includes a retarget pose for MetaHuman and this will tell you how to use it to get accurate retarget results.
Also covers retarget settings (especially the differing spine joints).
You will need to be on MoveIt version 2.212 or higher.
IK Bones
You have probably already followed the tutorial for adding IK bones, but you need to make sure to read the troubleshooting section because they wont add properly on the parts you need them to.
The typical setup should look like this image. The body mesh is assigned to the character mesh (hands and feet) and this is the asset that everything else follows, so this is the asset you must apply the troubleshooting steps to.
Animation Graph
After you retarget you will likely want to change the spine bone references in graph nodes to the ones listed below under Retarget Manager
Retarget Pose
- Close the editor
- In file explorer (NOT the editor), navigate to [Project]/Plugins/MoveIt/Content/Animations/Human/Retargetting/
- Copy the file
MoveIt_MetaHuman_RetargetPose.uasset
to your root Content folder (be careful not to do the animation by mistake) - Rename or move
SKL_MoveIt_MetaHuman.uasset
something/somewhere else (so UE4 can't find it) - Open the editor
- Open
MoveIt_MetaHuman_RetargetPose
and it will say the skeleton is missing and ask if you want to assign one, select Yes - Select your MetaHuman skeleton (
metahuman_base_skel
) - Open
metahuman_base_skel
and go to the retarget manager - Select "Modify Pose" and choose
MoveIt_MetaHuman_RetargetPose
then hit "Import"
Retarget Manager
When assigning SRIG_MoveIt
use the matching bone names that it provides for you, except:
- spine_01 = spine_02
- spine_02 = spine_04
- spine_03 = spine_05
Retarget Settings
- Every bone excluded from retarget manager is set to "Animation"
- Every bone included in retarget manager is set to "Skeleton"
- Except, root = "Animation"
- Except, pelvis = "Animation"
- Except, All IK bones = "Animation"