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Mesh Morpher documentation

Retarget Animation

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/animation/retarget-animation

Studio and Graph › Animation

Retarget Animation

Moves a whole animation take onto a different rig's bones, chain by chain - one retarget per frame of the source take.

Retarget Animation node

The Retarget Animation node

When to use it

Moves a whole animation take onto a different rig's bones, chain by chain - one retarget per frame of the source take.

Pins

Pin Type Description
Animation Animation The animation to retarget, from a Load Animation node. Its own skeleton is the source rig.
Mesh Mesh The rigged mesh whose skeleton the animation is moved onto. It is read at its rest pose - that is the bind reference every frame is measured against.
Pin Type Description
Animation Animation The same take on the target rig's bones.

Settings

Setting Type Description
Rotation Mode Choice How a target chain takes its rotation from the source chain when the two have different bone counts. Interpolated copes with most rigs.
Apply Root Rotation True/False Carry the source's body facing and torso lean across. Turn it off to keep the target pointing the way it was authored.
Apply Root Translation True/False Move the target's pelvis by the source's root motion, scaled to the target's height.
Enable IK True/False A second pass over the arm and leg chains that pins hands and feet onto a goal worked out from the source. The plain bone transfer already gives you a correct pose; this tightens up where the hands and feet land when the two characters are built very differently. It only fires on chains the source marks as limbs, which today means a SAM 3D Body source. On anything else it changes nothing either way.
IK Alpha Number 0 leaves the pose where the bone transfer put it, 1 puts the hand or foot right on the goal.
Allow Stretch True/False Let a limb stretch past its rest length to reach a goal it cannot otherwise get to, instead of stopping at full extension. Watch for rubbery forearms.
Retarget IK Bones True/False Keep the rig's marker bones (ik_foot_l, ik_hand_r, ik_hand_gun and the rest) following their real bones after the transfer, so foot planting and weapon setups still work on the new pose. Leave it on for UE5 Mannequin and MetaHuman skeletons.

Learn more

Delta Mush in Mesh Morpher GraphRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/delta-mush-in-mesh-morpher-graph
ML Deformer and MetaHuman facial expressionsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/ml-deformer-and-meta-human-facial-expressions