Import Guide UE 5.6
- Set CVAR in the Unreal's console `Interchange.FeatureFlags.Import.FBX 0` (It will disable the new experimental .fbx importer and switch back to the previous stable .fbx importer version)
- Drag and drop moveai .fbx animation into your Unreal project
- Ensure the `Import Animations` box is checked in the .fbx import menu
- Click `Import All`
- In the imported files, find the file of type `Animation Sequence`
- 5.1 Right-click on it
- 5.2 Retarget Animations
- 5.3. Select the `Target Skeletal Mesh`
- 5.4. (Optional) Select the animation to preview
- 5.5. If you only want to retarget the animation, click `Export Animations`
- 5.6. If you want to create the retargeting files for tweaking, click `Export Retarget Assets`
To get an idea of the UE 5.2 IK retargeting workflow, start with the project template: Games > Third Person. This guide describes how to retarget to the UE5 Mannequin rig and it can be applied to any other rig the same way.
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Create a MoveOne folder where you will store MoveOne data
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Import the move-one.fbx, check Import Animations
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In Windows explorer (not inside Unreal Engine) Copy IK_MoveOne.uasset to the created MoveOne folder of your Unreal project
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If you're working inside the UE template project "Third Person", open Content > Characters > Mannequins > Rigs > RTG_Mannequin. If you're working in your own project, create an IK Retargeter and a target IK Rig files and setup them accordingly to UE documentation
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In the Source IKRig Asset, select the IK_MoveOne file
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Set the Retarget Pose to T Pose
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In the Preview Scene Settings change the Preview Controller to the Use Specific Animation and select the MoveOne animation sequence
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To remove bone mapping artifacts, click Auto-Map Chains and select Map All (Exact)
Download IK Rig asset here
Video tutorial:
Here is also a video of how the IK_MoveOne.uasset file was created. This will be helpful for users who want to create their own IK Rig assets: