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Motion Builder Characterization and Retargeting Tutorial
Practical walkthrough of MotionBuilder HumanIK characterization and full-body mocap retargeting, covering biped joint mapping, HIK solve settings, and baking animation onto custom character skeletons.
Abstract
This MotionBuilder tutorial demonstrates how to characterize a custom biped character (the Volund rig from the Unity Blacksmith demo) so it can receive motion capture data through HumanIK. It covers dragging the character template onto correctly named bones, defining the biped, renaming the definition, and switching the source between none, stance, and an FK/IK control rig with selection, body-part, and full-body IK modes. The workflow then imports a circle-run mocap take, cleans out unneeded marker and solver nodes, characterizes the mocap skeleton, sets it as the character source for retargeting, and bakes (plots) the animation onto the control rig for editing via animation layers. Finally it shows baking the rig animation back down to the skeleton for export to engines like Unity, Unreal, or Maya.
How to read this
- Category
- Production talk / tutorial (MotionBuilder HumanIK retargeting)
- Contributions
- Walks through characterizing a custom biped rig (Volund) so it can receive mocap via HumanIK
- Shows switching the source between stance, FK/IK control rig, and full-body IK modes, then importing and cleaning a mocap take
- Demonstrates baking (plotting) animation onto the control rig and back onto the skeleton for export to Unity, Unreal, or Maya
- Context
- Applies the motion-retargeting principle established by Gleicher (1998) inside the production HumanIK workflow of MotionBuilder.Builds on: Retargeting Motion to New Characters
- Correctness
- Studio/tool practice, not peer-reviewed; the workflow is production-proven but specific to MotionBuilder's HumanIK and assumes correctly named, properly posed bones.
- Clarity
- Accessible hands-on tutorial; a single watch-through conveys the workflow, with replay value at the characterization and baking steps.
- How to read it
- Follow along in MotionBuilder rather than reading passively; focus on the characterization (bone mapping) and the plot/bake steps, which are where mistakes propagate.
Builds on
Built upon by
Nothing yet.
Related work
- MotionBuilder: Essentials Characterization, Retargeting and Baking Animations 2022 / MotionBuilder
- How to Retarget Motion Capture in MotionBuilder 2019 / MotionBuilder
- Meet MotionMaker: New AI Animation Tool In Maya 2025 / Maya
- Autodesk MotionBuilder 2022 2021 / MotionBuilder
Keywords
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