Focused reference · Unreal Engine 5.8
Retarget poses, chains, and operation stack
Pose alignment
- Create a named target retarget pose; do not overwrite the baseline without a reason.
- Compare source and target in reference-pose view.
- Align large axes first: pelvis facing, spine, clavicles, upper/lower arms, hands, thighs, calves, feet, and toes.
- Use Auto Align as a starting point. Direction, local/global rotation axes, and mesh methods solve different mismatches; inspect every limb afterward.
- Snap the character to ground when vertical reference offsets differ.
- Scrub Retarget Pose Blend between 0 and 1 to distinguish reference-pose error from the stored correction.
Operation stack discipline
Operations evaluate top to bottom. Disable all nonessential corrections, establish a clean FK transfer, then enable one operation at a time.
- Retarget Pose: first in the stack; selects stored source/target pose overrides.
- Pelvis Motion: transfers and constrains pelvis movement; tune floor/crotch offsets only after the retarget roots and poses are correct.
- FK Chains: maps rotations/translations by chain.
- Root Motion: copies source root or generates it from target pelvis.
- Run IK Rig: applies goal-based target solving.
- Pin Bones / goal offsets / floor constraints: late corrections for explicit contacts.
- Remap Curves: needed when semantic curves have different names.
FK modes
- Interpolated rotation: default choice when chain lengths, proportions, or bone counts differ.
- One to One: corresponding bones transfer directly; use when counts and intent match.
- One to One Reversed: maps from chain ends; useful only when the end is the stable anchor.
- None: exclude the chain from FK rotation transfer.
- Translation None: preferred for most chains.
- Globally Scaled / Absolute / Stretch modes: use only for a specific diagnosed translation requirement; verify deformation and root behavior across clips.
Use Profile Ops to find an unexpectedly expensive retarget operation.