@@ -20,5 +20,7 @@ In the plugin content folder in "Characters/MetaHuman", you can find Pose Assets
# Retargeting CC3 data onto MetaHumans
In case you want to use animation assets (like an animation sequence or blueprint), which refer to the skeleton of a Character Creator 3 model, with a MetaHuman, you need to retarget the assets onto the skeleton of the MetaHumans. All MetaHumans share one common skeleton, so once retargeted, animation assets should be applicable to all MetaHumans. Although the retargeting is already described in [the Unreal docs](https://docs.unrealengine.com/4.26/en-US/Resources/Showcases/MetaHumans/RetargetingAnimationsOntoMetaHumans/), there are some tricks, which are not obvious, so the following text contains a short instruction on how to retarget onto MetaHumans from CC3 models.
Open the "metahuman_base_skel" asset located in the character plugin content in "Characters/MetaHuman". Furthermore, open the skeleton, to which the animation data you want to retarget points. For both skeletons, go to the skeleton tab and select "Show Retargeting Options" under "Options". Right-click on the root bone and select "Recursively Set Translation Retargeting Skeleton". Again for both skeletons navigate to the "Retarget Manager" tab (or open it by clicking the button at the top) and map the bone names under "Set up Rig" onto the Humanoid rig (described in the Unreal docs). When mapping the bone names for the MetaHuman, you just need to change the mappings "spine1 -> spine2", "spine2 -> spine3", "spine3 -> spine4" and under advanced, delete (press the X button) all the mappings, in which "ik" (short for Inverse Kinematics) appears. For the Retarget Base Pose select the pose "Retargeting/RetargetPoseMetaUE4Mannequin" in the plugin content for both skeletons. Save both skeletons.
Now everything is set up and you can go back to the Content Browser, right-click the animation asset you want to retarget and select "Retarget Anim Assets" and choose the MetaHuman skeleton from the Character Plugin content.