Guide
Create Animation Sequences
Bake a Clip or a Loop into Animation Sequences for any humanoid character.
Create Animation
In a Clip or Loop editor, Create Animation (toolbar) writes an AnimSequence for the skeleton you choose:
- the model's own skeleton, or
- any humanoid character. Retargeting is automatic for the skeletons Unreal recognizes: UE5 Manny/Quinn, UE4 Mannequin, MetaHuman bodies (UE5 skeleton), Mixamo, Daz, Character Creator, Rigify and other humanoids.
Choose the root mode:
| Root mode | Use it for |
|---|---|
| Root motion | Characters driven by root motion: the movement is on the root bone. |
| In place | Locomotion driven by code or Blend Spaces: the character stays at the origin. |
| Animated | The root moves as in the generation, without root motion extraction. |
An asset can have several outputs, for example the same Clip on Manny and on a MetaHuman, or a Loop both In place and with Root motion.
Update Animations
Update Animations rewrites all the animations created from the asset after you change takes or settings. A confirmation lists the assets that will be replaced. They are updated in place: references from Blend Spaces, Animation Blueprints and Sequencer stay valid.
The reference rig
The reference rig (SOMA skeleton, IK Rigs and IK Retargeters) is generated on first use in
/Game/TextToAnim/Rig of your project and reused afterwards.
Retargeting uses Unreal's own IK Retargeter, so the result is what you would get setting it up by hand, without
the setup. The same retarget drives the live preview and the bake.
