In the following article, you will learn how to retarget your takes from Axis Studio onto characters in Unreal Engine 4
Export Settings
Axis Studio Skeleton
Set Skeleton to Axis Studio or Axis Studio - Thumb Open if you are importing the data onto the Noitom Robot skeleton (T-pose)
- Main Menu -->Settings -->Advance Settings
- Joint Space: Off
- File Type : FBX
- Displacement: Enabled
- Skeleton: Axis Studio ort Axis Studio - Thumb Open
Unreal Engine Mannequin Skeleton
Set Skeleton to Unreal Engine if you are importing the data onto the Unreal Engine Mannequin (A-pose)
- Main Menu -->Settings -->Advance Settings
- Joint Space: Off
- File Type: FBX
- Skeleton: Unreal Engine
- Displacement: Disabled
Axis Neuron / Axis Neuron Pro Export Settings
- File Type: Choose FBX binary
Importing the FBX into Unreal Engine
When importing an animation into Unreal Engine from your Axis Software, you can choose to attach it to the Noitom Robot or UE4 Mannequin (Axis Studio only) before retargeting it to whatever character you want. You'll need to download our Live Link Plugin in order to use the assets that will allow you to retarget the data properly.
Installing the Neuron Live Link Plugin
Our Live Link plugin is located on the Unreal Engine Marketplace
https://unrealengine.com/marketplace/en-US/product/neuron-live-link
- Go to Edit --> Plugins
- Enable Neuron Live Link
- In the bottom right corner of the Content Browser, click View Options
- Check, Show Engine Content and Show Plugin Content
- Now you will be able to access the Noitom Robot
- Locate your Axis Studio exported FBX file and drag the file into the Content Browser
- Under Mesh --> Skeleton, select your Noitom Robot skeleton
- If you are using Axis Studio, use the Studio_Robot_Skeleton.
- If you are using Axis Neuron or Axis Neuron Pro, use the PN_PNPro_Robot_Skeleton and rotate the FBX 90 degrees in x on import.
- If you are using the Unreal Engine skeleton, select the UE Mannequin for the mesh option.
- Click Import
Preparing Skeletons to be Retargeted
- Now, double click on the animation to open it
- In the top right corner, click on the Skeleton tab.
- In the top left, select the Retarget Manager
- Under Set up a Rig select Humanoid rig and then click Automap
- Automap will probably not work perfectly, so make sure that all of the bones are properly mapped before proceeding
- Remember to click Show Advanced to map the fingers
- In the top left corner, under Preview Mesh, select a skeletal mesh that is compatible with your skeleton
- Click Apply to Asset
Open the skeleton of the character you want to retarget to and repeat this process
Corrective T-pose
Remember: both characters must be in a T pose. (Or A-pose if you imported onto the UE4 Mannequin)
- If one of them is not, open that character's skeleton and move the bones into a T-pose. Make sure it looks correct from all angles
- Click Modify Pose --> Use Current Pose
Retargeting Animations
To remap an individual animation, go to your animation file in the content browser.
- Right click --> Retarget Anim Assets --> Duplicate Anim Assets --> Retarget
- Select the character you want to retarget to, what you want to name the new file, and where you want to save it.
- Click Retarget
Your animation is now retargeted to a new character!