> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 🎯Retargeting Animations

> In this tutorial we will explain how to retarget FPS animations.

<Warning>
  **Note**: this tutorial requires **Retarget Pro**. It is already included in the *Ultimate* version of the package.
</Warning>

## Setting up the FPS Arms

Once **Retarget Pro** is imported into your project, place the **SK\_Arms\_Mono** and your character models into the scene. In this example, we will be using the *Unity Robot* model:

<Frame caption={"Place two models in the scene."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/70f5bc046939889cad19.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=b8fd677d168cac3dd55e6bf3fc690a33" alt="" width={547} data-path="images/fps-animation-pack/unity/70f5bc046939889cad19.png" />
</Frame>

Now, we need to create **Rig Assets** for each skeleton. To do that, expand the character hierarchy, find the **root** bone, and **right-click → Auto Rig Mapping**:

<Frame caption={"Select the root bone."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/08e78b2bf1feb34ffb28.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=25c26aa388aef875bb13d1208584422b" alt="" width={235} data-path="images/fps-animation-pack/unity/08e78b2bf1feb34ffb28.png" />
</Frame>

<Frame caption={"Select this option."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/66fb58e675cb896f5d42.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=d8406e527462455c8296dcbb824423d7" alt="" width={228} data-path="images/fps-animation-pack/unity/66fb58e675cb896f5d42.png" />
</Frame>

Now you should see an **Auto Rig Mapping** window. You can specify what bones to avoid when creating bone chains (e.g., twist or root bones can be ignored in this case):

<Frame caption={"Press Create Rig Mapping."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/ab3e2831439788378864.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=4d081457fb50a50170bc4736a8e0adf1" alt="" width={380} data-path="images/fps-animation-pack/unity/ab3e2831439788378864.png" />
</Frame>

Once you press the **"Create Rig Mapping"** button, a new rig asset will be generated in the current directory:

<Frame caption={"New rig asset."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/a8a80c5dc783348eb17e.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=3f4b6648f3b4aec94d5b6d00e50d6c4e" alt="" width={191} data-path="images/fps-animation-pack/unity/a8a80c5dc783348eb17e.png" />
</Frame>

**Rig Assets** contain information about the character skeleton, specifically the bone chains (e.g., arms, fingers, spine, etc.). The retargeting solver will use these bone chains to transfer animations from one skeleton to another:

<Frame caption={"Auto-generated bone chains."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/efb362583d03d81960bb.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=d78b62799a923c2dfe34f91ff552b94e" alt="" width={451} data-path="images/fps-animation-pack/unity/efb362583d03d81960bb.png" />
</Frame>

Let's add a new bone chain that will contain the **ik\_hand\_gun** (weapon bone). To do this, right-click on the **"+"** icon and edit the chain to include the gun bone:

<Frame caption={"Select the weapon bone and click \"Save\"."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/3243ddab84d133fe653b.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=f05941a7cef3643455b6c15f7bb243f6" alt="" width={418} data-path="images/fps-animation-pack/unity/3243ddab84d133fe653b.png" />
</Frame>

<Tip>
  **Note**: the **ik\_hand\_gun** bone contains weapon movement, so it is essential for FPS retargeting.
</Tip>

Our source model is ready; let's set up the second skeleton.

## Setting up the custom model

The process is the same for the second model. However, it is very common for full-body skeletons to exclude the weapon bone. As a workaround, you can create an empty Game Object, name it **ik\_hand\_gun,** and parent it to the character root:

<Frame caption={"Weapon bone."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/69db942eb3a8a4a47377.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=4bf390d0911637fbd0f3efc31493c5af" alt="" width={198} data-path="images/fps-animation-pack/unity/69db942eb3a8a4a47377.png" />
</Frame>

Once the bone is added, you can create a new **Rig Asset** via the **Auto Rig Mapping** tool.

## Retarget Profile

It's time to create a **Retarget Profile**, which will tell the system how to transfer first-person animations. To do that, select the source, then the target rig, and **right-click → Create Retarget Profile:**

<Frame caption={"How to create a retarget profile."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/a60c962a4089d4877a49.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=fa49db670c5810f78b911790d4698458" alt="" width={389} data-path="images/fps-animation-pack/unity/a60c962a4089d4877a49.png" />
</Frame>

Once you create a new profile, you will see its data asset in the current directory:

<Frame caption={"Newly creating retargeting settings."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/5bfca2acd48e3b6fc1a3.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=c169a049d0ae099255af49c48072a691" alt="" width={292} data-path="images/fps-animation-pack/unity/5bfca2acd48e3b6fc1a3.png" />
</Frame>

<Tip>
  **Tip**: **Retarget Profile** contains settings for each bone chain, which will tell the system how to transfer animations from one skeleton to another.
</Tip>

Let's select our profile and see what it has:

<Frame caption={"Retarget profile."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/533ff34ac73f5a2d4d4b.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=248a28d24ba2df531459c04690072820" alt="" width={457} data-path="images/fps-animation-pack/unity/533ff34ac73f5a2d4d4b.png" />
</Frame>

Our profile contains many "**None**" chains. This means the system did not find similar bone chains in the target skeleton. To fix this, we can manually click on the "Edit Layer" and assign the missing chain:

<Frame caption={"Select the Target Chain."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/0b337f28dd77d8c97622.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=5c50050c5177da034fd29c114fade7a9" alt="" width={439} data-path="images/fps-animation-pack/unity/0b337f28dd77d8c97622.png" />
</Frame>

The profile might also generate the chains we don't need, like:

* root

* arms

* ik\_hand\_gun (weapon bone)

Make sure to remove these chains and add the **FPS Retargeting** feature:

<Frame caption={"FPS Retargeting."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/b77669aa47be6e50e91d.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=bd738e2d77ca4ff2bdeb30efc1f430e2" alt="" width={443} data-path="images/fps-animation-pack/unity/b77669aa47be6e50e91d.png" />
</Frame>

Once the feature is added to the list, place it on top of everything else:

<Frame caption={"Make sure it\u0027s the first feature in the list."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/7281da053c8d0e53ef73.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=abbf05f004b22f583c9abb92033b15d5" alt="" width={496} data-path="images/fps-animation-pack/unity/7281da053c8d0e53ef73.png" />
</Frame>

Finally, we need to assign the bone chains in the **FPS Retarget Feature**. Right-click on the "**Edit Layer**" button and select the source and target chains:

<Frame caption={"Assigned bone chains."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/975161f82b1b305d49ea.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=357237a2af4a6b751a53b8a00e0c22ce" alt="" width={468} data-path="images/fps-animation-pack/unity/975161f82b1b305d49ea.png" />
</Frame>

At this point, we are ready for a retargeting test!

## Retargeting animations

Before we proceed to retargeting, ensure that both characters have similar initial poses. If characters look different by default, you can assign pose clips in the **Retarget Profile**:

<Frame caption={"Base poses."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/a2de897497a8efef963b.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=65431b4dfa10f34900a3d183a71aae34" alt="" width={470} data-path="images/fps-animation-pack/unity/a2de897497a8efef963b.png" />
</Frame>

<Tip>
  **Tip**: base poses directly contribute to the retargeting quality, so characters should look as similar as possible.
</Tip>

Next, we must ensure the weapon bones have the same orientation:

<Frame caption={"Weapon bones must be identical."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/784e94754b6101d36b7e.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=1edd1d5e7c4c67f57a3a8cae3a2a0eea" alt="" width={563} data-path="images/fps-animation-pack/unity/784e94754b6101d36b7e.png" />
</Frame>

Next, open up the **Retarget Pro Window** using the toolbar:

<Frame caption={"Retargeting Time."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/3cb588e01a9a8f288fa0.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=4e7e2f8f2e342b314e55eed53d5ccbff" alt="" width={468} data-path="images/fps-animation-pack/unity/3cb588e01a9a8f288fa0.png" />
</Frame>

Once the window is opened, make sure to assign all properties:

<Frame caption={"Retarget Pro Window."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/266afa6d6a657a5711f3.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=75eded3856b233966aec6b37a8537257" alt="" width={456} data-path="images/fps-animation-pack/unity/266afa6d6a657a5711f3.png" />
</Frame>

You can find out more about all properties here. To start the retargeting, click the "**Play**" button

<Frame caption={"Retargeting preview."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/cd09f336bb2b52eb4c5d.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=e481598b45541d347309ff8e08867ca8" alt="" width={508} data-path="images/fps-animation-pack/unity/cd09f336bb2b52eb4c5d.png" />
</Frame>

Our animation preview looks great; let's add a weapon now:

<Frame caption={"Add a weapon to the gun bone."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/54a20df6f3d26b0c04aa.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=4a1e472239a88ae20f32a30ece2a2909" alt="" width={563} data-path="images/fps-animation-pack/unity/54a20df6f3d26b0c04aa.png" />
</Frame>

Once the weapon is added to the gun bone, drag its model into the Item slot in the **Retarget Pro Window**:

<Frame caption={"Place your weapon model here."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/d3d5cb9ebd9d4c8c328e.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=317732bba41df6795e1f4fec1fc5b1b3" alt="" width={438} data-path="images/fps-animation-pack/unity/d3d5cb9ebd9d4c8c328e.png" />
</Frame>

Next, we need to assign the weapon animation. All animations in the pack follow the same naming convention, and weapons include a "**W**" tag in their names:

<Frame caption={"Weapon animation."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/fd2efc81b8408e2d2b30.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=2b161cb0408f6f83fb00f15418a30229" alt="" width={436} data-path="images/fps-animation-pack/unity/fd2efc81b8408e2d2b30.png" />
</Frame>

Now, we can preview both character and weapon animations. Make sure to adjust the pose to your liking, preview the animatio,n and bake it.
