> ## 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

> This page explains how to retarget animations to a different skeleton.

<Warning>
  **Note**: This tutorial requires **Retarget Pro**, and it only works with **Generic** characters.
</Warning>

<iframe src="https://iframely.net/9NnS4Kj1" title="Embedded content" allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;" allowFullScreen className="w-full aspect-video rounded-xl" />

## Overview

Before we start, make sure to import Retarget Pro to your project:

<Frame caption={"Importing Retarget Pro with Package Manager."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/8c079ef3e5932828583e.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=45cedd9bb1c6f54749fc13518eee5fcd" alt="" width={563} data-path="images/tactical-shooter-pack/unity/8c079ef3e5932828583e.png" />
</Frame>

<Info>
  **Tip**: If the asset doesn't show up in Package Manager, go to the Unity Asset Store and add Retarget Pro to your library (for free).
</Info>

## Rig Assets

Add your character and Operator models to the scene. We will use the Mixamo Swat model as an example in this tutorial.

<Frame caption={"Place both models in the game level."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/5ac63542a0bcbe0dfe81.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=299583e3fbc97ec38930f3c7a4163bc1" alt="" width={563} data-path="images/tactical-shooter-pack/unity/5ac63542a0bcbe0dfe81.png" />
</Frame>

Next, select the Operator model and find the "root" bone:

<Frame caption={"Select this bone."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/8aca3f88d831e7e4dcf5.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=dc966536e1a2518109e8b5b6bcacbc64" alt="" width={234} data-path="images/tactical-shooter-pack/unity/8aca3f88d831e7e4dcf5.png" />
</Frame>

Right-click on it, choose "Auto Rig Mapping" and click "Create Rig Mapping".

<Frame caption={"Click this button."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/779c75ff80ab511cb4dc.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=f605502186ae46bd660bed49b50deafb" alt="" width={381} data-path="images/tactical-shooter-pack/unity/779c75ff80ab511cb4dc.png" />
</Frame>

This action will create a Scriptable Object (data asset) in the current folder:

<Frame caption={"Newly created Rig Asset."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/4f8490be3f8185e0bfc4.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=048cc30acbb7201533a23d98a10180ed" alt="" width={181} data-path="images/tactical-shooter-pack/unity/4f8490be3f8185e0bfc4.png" />
</Frame>

<Info>
  **Tip**: *Rig Assets* contain skeleton bones used in a character model.
</Info>

Before creating a Rig Asset for our custom character, we need to add custom bones:

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/b9699445e30d29a98ea0.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=343c514c3fdff53a2fb41b30d00ff900" alt="" width={218} data-path="images/tactical-shooter-pack/unity/b9699445e30d29a98ea0.png" />

* **ik\_hand\_gun** — This bone contains weapon movement.

* **ik\_hand\_r** — This is an IK target for the right hand.

* **ik\_hand\_l** — This is an IK target for the left hand.

Create these empty Game Objects and parent them to the root bone in the skeleton.

Then, create a new Rig Asset for your custom character just like we did previously with the Operator model.

## Retarget Profile

Select the Operator and your character Rig Assets one by one, then right-click and select "Create Retarget Profile":

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/fe1f80e76e688f7ff945.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=a0dab745f14047bd7b9370b64564e077" alt="" width={463} data-path="images/tactical-shooter-pack/unity/fe1f80e76e688f7ff945.png" />

Select the profile and assign the source pose to "T\_Pose\_UE5":

<Frame caption={"Assign the source pose."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/tactical-shooter-pack/unity/1ef0936f0f676ec4a981.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=77b5ece20d6f89dec7f8a6c7419b042c" alt="" width={396} data-path="images/tactical-shooter-pack/unity/1ef0936f0f676ec4a981.png" />
</Frame>

Source and Target clips will be sampled before the retargeting starts.

<Tip>
  **Note**: It's important that characters have similar poses — this directly influences the retargeting quality.
</Tip>

Right-click on the profile and select "Open with Retargeting Window".

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/a5eb39fd0c9553774386.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=5ff0b9306fe625c02562f8e66b5258de" alt="" width={283} data-path="images/tactical-shooter-pack/unity/a5eb39fd0c9553774386.png" />

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/80860396e5e546bef09a.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=5e4b2c2bd3810a5d8f9b292e06027d7b" alt="" width={469} data-path="images/tactical-shooter-pack/unity/80860396e5e546bef09a.png" />

Next, assign the Source and Target character prefabs, as well as the animation to retarget. Remove all generated bone chains, and add these features to the profile.

### Pelvis

Add a BasicRetargetFeature and select pelvis/hip bones in the source and target chains. Set the translation weight to 1.

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/f038e5e94d8016fd049d.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=f79f80623a045ad494844fff7269b7bb" alt="" width={419} data-path="images/tactical-shooter-pack/unity/f038e5e94d8016fd049d.png" />

### Legs

Add 2 IKRetargetFeatures and select the left and right leg bones (e.g., upper leg, lower leg, foot).

<Frame caption={"Make sure to set the \"IK Weight\" to 1."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/57b045ff2d2354988b91.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=154bc98114b163f7021fee36e01ca537" alt="" width={413} data-path="images/tactical-shooter-pack/unity/57b045ff2d2354988b91.png" />
</Frame>

### Spine

Add a BasicRetargetFeature and select spine bones (including the neck and the head).

<Info>
  **Tip**: It's important to match the numbers of bones in Source and Target chains.
</Info>

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/37eaa2b117e859bae4d0.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=ba7666b70622c7e40d7f755ef748a962" alt="" width={378} data-path="images/tactical-shooter-pack/unity/37eaa2b117e859bae4d0.png" />

### FPS Retargeter

Add a **FPSRetargetFeature** and select arm and weapon bones in the inspector.

<Tip>
  **Tip**: All animations in the Tactical Shooter Pack use ik\_hand\_gun to bake gun movement, so a weapon bone plays an important role in this retargeting setup.
</Tip>

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/40ad0ada42f9900384d4.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=8b82274e00d87650af5464f6c120cb2e" alt="" width={380} data-path="images/tactical-shooter-pack/unity/40ad0ada42f9900384d4.png" />

The arms should only include 3 bones: upper arm, lower arm and a hand.

<Frame caption={"Target right arm chain example."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/d72644be7ba3be478331.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=119edb45fd32cf872dbad0fcfc082be8" alt="" width={256} data-path="images/tactical-shooter-pack/unity/d72644be7ba3be478331.png" />
</Frame>

### Fingers

Finally, add 5 BasicRetargetFeatures for every finger bone: thumb, index, middle, ring and pinky.

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/44c6ba4cdd720ce41baa.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=0278e00520f509edfcdb8ca54eaeb822" alt="" width={431} data-path="images/tactical-shooter-pack/unity/44c6ba4cdd720ce41baa.png" />

It's not necessarily important to separate left and right hand fingers. For example, it's possible to use both in a single bone chain:

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/5439703b6955166b41f3.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=62f8b13e58f7905b98a4552537fd39ae" alt="" width={414} data-path="images/tactical-shooter-pack/unity/5439703b6955166b41f3.png" />

## Retargeting

Once the Retarget Profile is configured, select an animation clip to retarget and press "Play":

<Frame caption={"Select the FPS Animation Retarget feature."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/77185bddbfad08e95ba9.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=6394e71c49a955b42676f934c41605cc" alt="" width={1299} data-path="images/tactical-shooter-pack/unity/77185bddbfad08e95ba9.png" />
</Frame>

Use the control Gizmos to position hands and the weapon.

It's also possible to preview an animation on the gun — add a gun mesh to the weapon bone.

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/4e85b2436c384689a263.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=9ef927bf778637f70d5a1efe99ad0972" alt="" width={212} data-path="images/tactical-shooter-pack/unity/4e85b2436c384689a263.png" />

Then, drag it into the "Item" field:

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/a1ca2ad419c74f78ae94.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=3b8507db0c4191b136f6dc4ef7a185a6" alt="" width={425} data-path="images/tactical-shooter-pack/unity/a1ca2ad419c74f78ae94.png" />

Finally, assign the animation clip for the gun in the "Item Animation" field:

<img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/6dcdba4c84cd32e77922.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=2648ff635db4ab89cfba45be347a1206" alt="" width={421} data-path="images/tactical-shooter-pack/unity/6dcdba4c84cd32e77922.png" />

This will automatically animate the weapon for easier retargeting:

<img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/tactical-shooter-pack/unity/12f23d4dea5b21e07534.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=7c0c3126456143972b800f7ffffbbee4" alt="" width={563} data-path="images/tactical-shooter-pack/unity/12f23d4dea5b21e07534.png" />
