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Retarget Pose

Takes the articulation of one rigged mesh - a Body Pose Detection result, an animation frame, any posed rig - and puts it onto a different skeleton entirely: a MetaHuman, the UE Mannequin, a Mixamo...

Retarget Pose node

The Retarget Pose node

When to use it

Takes the articulation of one rigged mesh - a Body Pose Detection result, an animation frame, any posed rig - and puts it onto a different skeleton entirely: a MetaHuman, the UE Mannequin, a Mixamo character, a rig of your own. The recipient keeps its own proportions; only the pose crosses over.

Pins

Pin Type Description
Mesh Mesh The posed character you want to copy from: a Body Pose Detection result, an animation frame, any posed rig. Shown as Source Pose on the node.
Target Mesh The character that gets posed, a MetaHuman body for instance. It needs a skeleton and skin weights.
SourceRest Mesh The same source character un-posed. Leave it empty for a Body Pose Detection source, where the rest pose is reconstructed for you; connect it for anything else or nothing will move. Shown as Source Rest on the node.
Pin Type Description
Target Mesh That character in the new pose, skinned.

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.
Recompute Normals True/False Rebuild the vertex normals after skinning. Off, the shading keeps the creases of the rest pose and every new bend lights wrong.
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 static 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 Body Pose Detection 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

Morph full body MetaHumans and skeletonsRead the walkthrough on meshmorpher.comhttps://meshmorpher.com/blog/morph-full-body-meta-humans-and-skeletons