Mocap Retargeting
Last Updated: 2026-04-30
Sources:
- AdvancedSkeleton - "MetaHuman" — Body vs face export, retargeting pipeline
- Rokoko - "UE 5.6 Face Mocap BREAKTHROUGH" — Facial mocap, Live Link Hub
- JSFILMZ - "Metahuman Animator to Maya Workflow" — Maya interchange
- Epic Games - IK Retargeting Docs
Table of Contents
- Body vs. Face Animation Export
- Retargeting Pipeline (Maya → Unreal)
- Noise Filtering & Jitter Removal
- Footfall & Contact Correction
- Scale & Skeleton Matching
- Tools Comparison
1. Body vs. Face Animation Export
Source: AdvancedSkeleton - "MetaHuman" video
⚠️ THE Critical Distinction
| Animation Type |
Export From |
Process in Unreal |
| Body Animation |
Select ROOT JOINT |
Import FBX → Retarget to MetaHuman SKM |
| Face Animation |
Select CONTROLLERS |
Sequencer → Face Control Rig → Import Control Rig FBX |
Body Export Steps
- Select the root joint of the skeleton
- Export Selection → FBX (check "Include Animation")
- Import FBX into Unreal
- Use IK Retargeter to map to MetaHuman skeleton
- Apply to SKM body mesh
Face Export Steps
- Select the face controller objects (NOT joints!)
- Export Selection → FBX
- In Unreal Sequencer, select Face Control Rig
- Right-click → Import Control Rig FBX
- Animation maps to facial controls
Why It Matters
- Body animation drives joint rotations → standard FBX import
- Face animation drives control rig values → requires Control Rig FBX import
- Mixing these up = animation doesn't apply correctly or at all
2. Retargeting Pipeline (Maya → Unreal)
Step-by-Step
- In Maya: Attach mocap to skeleton (e.g., from Advanced Skeleton)
- Select root joint → Export as FBX with animation
- In Unreal: Import FBX
- Open IK Retargeter → Select source skeleton and target (MetaHuman)
- Map chain pairs — Match corresponding joint chains
- Retarget animation → Generate new animation sequence
- Create Level Sequence → Add retargeted animation to MetaHuman
Chain Mapping Priorities
| Priority |
Chain |
Reason |
| 1 |
Spine |
Core of all motion |
| 2 |
Legs/Feet |
Ground contact |
| 3 |
Arms/Hands |
Secondary motion |
| 4 |
Head |
Tertiary, often simpler |
| 5 |
Fingers |
Detail, often skipped |
3. Noise Filtering & Jitter Removal
| Tool |
Filter Type |
Best For |
| MotionBuilder |
Butterworth, key reduction |
Professional pipeline |
| Blender |
F-Curve smooth, clean |
Free alternative |
| Cascadeur |
Auto-smooth, Gaussian |
Quick cleanup |
| Maya |
Graph Editor filters |
Per-curve precision |
Recommended Approach
- First pass: Butterworth filter (MotionBuilder) or Gaussian (Cascadeur)
- Second pass: Key reduction — remove 60-80% of keys
- Third pass: Manual curve adjustment for timing
- Always verify with reference video
When NOT to Filter
- Micro-expressions in facial mocap
- Subtle weight shifts in performance
- Quick actions (impacts, snaps) — filtering kills their sharpness
Common Problems
| Problem |
Cause |
Fix |
| Sliding feet |
Mocap scale mismatch |
IK foot lock during contact |
| Penetrating feet |
Ground plane offset |
Adjust skeleton Y offset |
| Floating feet |
Capture volume error |
Add foot contact markers |
| Uneven steps |
Noise in ankle joints |
Filter ankle rotation curves |
- Identify contact frames — Heel strike, ball contact, toe off
- Lock IK foot to world position during contact
- Blend back to FK during swing phase
- Smooth the transition to avoid pops
5. Scale & Skeleton Matching
Scale Considerations
- Match mocap skeleton proportions to target rig
- Verify bone orientation (Y-up vs Z-up, left-hand vs right-hand rule)
- Consistent naming conventions — Essential for automation
Common Scale Issues
| Issue |
Solution |
| Character too tall/short |
Scale root joint uniformly |
| Arms too long |
Adjust IK chain length |
| Different bone orientations |
Pre-rotate bones before retarget |
| Missing bones |
Add dummy bones or skip chain |
| Tool |
Strengths |
Weaknesses |
Cost |
| MotionBuilder |
Industry standard, best retargeting |
Expensive, steep learning |
Paid |
| Cascadeur |
Physics-based, auto-posing, free tier |
Limited retargeting |
Free/Paid |
| Blender |
Free, full-featured |
Retargeting plugins needed |
Free |
| Maya |
Advanced Skeleton integration |
No built-in mocap tools |
Paid |
| Unreal IK Retargeter |
Direct MetaHuman support |
Unreal only |
Free |