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ue5-mixamo:ue5-runtime-retargeting [2025/12/03 20:55] Staff [IK Rig Optimisation] |
ue5-mixamo:ue5-runtime-retargeting [2025/12/05 14:30] (current) Staff |
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| A similar result can be achieved by replacing the Full Body IK with a Body Mover and Limb IK Solvers. This is cheaper to run, and it most situations only has minor differences in results. | A similar result can be achieved by replacing the Full Body IK with a Body Mover and Limb IK Solvers. This is cheaper to run, and it most situations only has minor differences in results. | ||
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| + | **Optimised IK Rig Setup**\\ | ||
| + | 1. Create a duplicate of the generated Mixamo character IK Rig asset and open it. In the Solver Stack, click on the bin icon next to the Full Body IK solver to remove it. | ||
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| + | 2. Click the Add New Solver button to add a Body Mover solver, followed by four Limb IK solvers. | ||
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| + | //Note: This stack is executed in sequence from top to bottom, so the body mover need to be first for the correct result.// | ||
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| + | 3. Select the Body Mover solver, then right click on the Hips bone in the hierarchy and select //Set Start Bone on Selected Solver//. Then select the IK Goal for each Limb (displayed with a yellow box icon) and right click and select //Connect Goal to Selected Solver//. | ||
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| + | In the Details panel, set the //Rotation Alpha// and //Position Positive Z// weights to zero. This will remove unwanted body rotation and prevent the character from floating in the air to reach IK target positions. | ||
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| + | 4. Now set up a Limb IK solver for each arm and leg by assigning a start bone and IK goal. For the arms set the start bone to LeftArm / RightArm, and for the legs set the start bone as LeftUpLeg / RightUpLeg. | ||
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| + | 5. Finally, open the IK Retargeter asset, and in the Asset Settings, set the Default Target IK Rig to the new optimised rig. | ||
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