Rigby2DDocs

Animation

Retargeting

Make an animation once and reuse it on other characters. Retargeting copies animations from another project, matching bones automatically and scaling movement to the character's size.

#Retargeting animations

  1. Open the character that should receive the animations.
  2. Choose File ▸ Retarget animations from another character… and pick the project that has the animations (.rigby, .json or .skel).
  3. Tick the animations you want, then check the bone matches in the table: each bone of this character with its source bone and how it was matched.
  4. Set the options and press Retarget. It is one undo step.

If this character already has an animation of the same name, tick Replace to overwrite it; Retarget stays disabled until you do.

#How bones are matched

Bones are matched in this order:

  1. Your choice in the table.
  2. The same name.
  3. A similar name: arm.L and Arm_Left match.
  4. The same body part and side: L_UpperArm and upperarm_l match.

Control bones such as ik_hand_l only match other control bones. Keys of bones that have no match are left out.

#Proportions and poses

  • Movement scale: translations are scaled by the ratio of the two characters' heights. You can type your own value.
  • Bone frames: translations are turned from each source bone's parent frame into the target bone's, so they move the same way in the world even when the rigs are built differently.
  • Mirrored bones: when a bone is mirrored in one rig but not the other, its rotations are reversed.

Rotations have two modes:

ModeUse it when
Relative (default)The characters are rigged alike. Rotations are added to the target's own rest pose.
Match world directionsThe rest poses differ, such as arms down in one rig and arms out in the other. Bones point the way the source's bones point.

#What is carried over

Carried overLeft out
Bone keys and their curvesMesh deformation keys (meshes differ between characters)
Slot keys, by slot name; image swaps only for images the target hasDraw order keys
Events (missing event definitions are added)
IK mix keys, by constraint name

The log lists anything left out.

#Through MCP

ToolWhat it does
map_bonesPreviews the bone matching between two characters.
retarget_animationCopies one or more animations to another character.

See the MCP guide.

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