In the current animation production environment, data compatibility between different tools has become increasingly important. To effectively reuse character motion data, an accurate retargeting method between different skeletal structures is essential. This paper explores how motion data created in various contexts can be accurately retargeted to MetaHuman characters in Unreal Engine. Utilizing Maya's HumanIK system, we aimed to develop a Python-based automation script that converts character rigs with motion data created in various tools into HumanIK rigs, enabling precise retargeting to MetaHuman characters. The proposed system provides a retargeting pipeline and scripts designed to resolve common issues such as positional offsets, arm rotation errors, and foot sliding. Ultimately, through actual implementation, the system demonstrated improved efficiency in animation production.
목차
Abstract 1. Introduction 2. Experiments 2.1 Issues and Necessity of Retargeting 2.2 Retargeting Production Workflow 2.3. Retargeting Script Development 2.4 Experiment and Analysis 3. Conclusion References