Animation Retargeting

Animation retargeting setup must be done in 2 passes.
  • The first pass is animation nodes configuring (see Animation Inspector).
  • The second pass is to map the the source skeleton to the skeleton of the model to which perform the retargeting.The source skeleton is the skeleton of the model from which you want to take the animations.
 
Animation Retargeting tool, in model editor, is designed just for doing the skeleton mapping.
To open the animation retargeting tool click on icon.
 
3.4.8.2.3. Animation Retargeting
1

Node picking

1. Node picking
Click on this check button if you want to map a node of the model directly by selecting the node of the source model skeleton in the scene viewport.
To do this you have to execute the following passes:


You can select the model node from the animation controls list but also from the mode viewport

2

Presets

2. Presets
Using these buttons you can save a mapping configuration for use it on other models with same source skeleton.
S2Engine is provided with 2 premade presets:
  • Mixamo: a mapping scheme for associating a mixamo imported model to the s2engine default player character model.
  • Mixamo_complete: a mapping scheme for associating a complete (with all nodes) mixamo imported model to the s2engine default player character model. (see Replacing soldier character tutorial)
3

Source Skeleton

3. Source Skeleton
Before doing mapping it is necessary you tell retargeting tool what is the source skeleton from which to map model animation nodes.
To do this you must click on the Source skeleton preview button and choose, from the browser dialog, the model from which to take the skeleton as source.


In order to make the retargeting working, nodes from the model must be orientated in the same way as the source model nodes from which animation is taken.

4

Controllers list

4. Controllers list
This is the table in which you can view / edit the mapping.
On the left side there are the animation nodes (also called animation controllers, i.e. the model nodes to which it is applied an aninmation controller that animate them).
On the right side there are comboboxes you can use to select the respective node of the source skeleton.
 
In fact there are 2 ways to do the mapping:
 
  • You can use the picking (see Node picking discussed before).
     
  • You can choose the source node directly from the combo boxes on the right side.
    In this second way you don't need to place the source model into the scene viewport and show nodes.
     


Do not forget to save data when doing the mapping by clicking on the save button of the model editor. See Models panel main topic.