IK Retargeter

There are some things you should know about the IK Retargeter. It's not magic and it has two functions for handling things. One is IK (Inverse Kinematics) and the other is FK (Forward Kinematics). Inverse Kinematics will solve the chain rotations for you in order to reach an end target. Forward Kinematics will require that each bone be rotated by a specific angle. Retarget Pose: The Retarget Pose will determine the end result of the Retarget and how accurate it is. Matching the retarget pose will come at a cost though. I usually suggest to people that they Match the Source Retarget Pose to the Target's Pose, rather then the other way around. This is because doing so may require you to change your Targets Pose afterwards in order for the animations to come out looking like they did when you retargeted them. Matching the Retarget Pose can aid in hand placement accuracy, ensuring your Targets hand's come out being placed closer to what you would expect, but this alone is not enough to compensate for Anatomy Differences and can cause other issues. One of the Issues that Matching the Retarget Pose can introduce is that it will transfer the posture from the Source to the Target. This is often not wanted especially when you transfer a masculine posture to a female character. you can somewhat get around this by excluding the torso bones and only matching the arms of the Source to the Target. IK For Arms: It's important to note that just because IK is Enabled, that this does not mean your forcing the hands to be where the Sources hands are. Blend to Source determines that, if the Blend to Source value is set to 1.0 then it means you want the hands to be in the same place. If Blend to Source is set to 0.0 that means you want to use IK to offset the hands but not relative to where they currently are. Static Offset's are applied in Mesh Space, Static Local Offsets are applied relative to the hands local axis.

Last updated