MetaHuman Motion Library
Animation & MotionAcquire and retarget third-party animation onto MetaHumans, including Mixamo, Rokoko, and ActorCore imports, IK Retargeter, and batch retargeting.
/skill metahuman-motion-library What this skill does
MetaHuman Motion Library gives you expert guidance on the complete pipeline of acquiring third-party animation data and retargeting it onto MetaHuman characters. This skill covers every major motion library format, including Mixamo, Reallusion ActorCore, Rokoko, Marketplace packs, and custom mocap, from initial import through IK Rig chain definition, IK Retargeter configuration, and batch retargeting of hundreds of clips. You will learn how to assess skeleton compatibility, configure FBX import settings correctly, validate retargeted quality, and organize your animation library with proper naming and tagging conventions.
Covers
- Motion library sources (Mixamo, Reallusion ActorCore, Rokoko, Marketplace, custom mocap)
- FBX and BVH import settings
- Skeleton compatibility assessment
- IK Rig creation for source skeletons
- IK Retargeter chain mapping
- Batch retargeting (100+ clips)
- Quality validation and troubleshooting
- Animation naming, tagging, and organization
- Python automation for batch workflows
Does not cover
- Building Motion Matching databases → metahuman-motion-matching
- MetaHuman import and LOD → metahuman-setup
- Facial animation → face-capture
- Animation Blueprints → animation-playback
How to use
Invoke directly in Claude Code:
/skill metahuman-motion-library This skill is also auto-detected when your prompt mentions motion library, Mixamo, Rokoko, ActorCore, animation pack, or retarget to MetaHuman intent. AgentUX will automatically activate MetaHuman Motion Library when it recognizes you are importing or retargeting third-party animations for MetaHuman characters.
Key Unreal Engine concepts
| Concept | Description |
|---|---|
| UIKRigDefinition | The asset that defines IK chains on a skeleton, specifying which bones form each limb chain for the retargeting process. |
| UIKRetargeter | The mapping asset that pairs source and target IK Rigs, with chain mapping and pose adjustment settings for transferring animations between skeletons. |
| IK Rig Chains | Named bone chains (e.g., LeftArm, RightLeg, Spine) defined in IK Rigs that provide the semantic mapping between different skeletal hierarchies. |
| FBX Import | The process of importing FBX animation files into UE5, with settings for axis conversion, scale, skeletal mesh binding, and animation extraction. |
| Batch Retargeting | The workflow for retargeting many animation clips at once through the IK Retargeter, essential for processing large motion libraries efficiently. |
| Skeleton Compatibility | The assessment of whether a source skeleton's bone hierarchy, naming, and orientation can be successfully mapped to the MetaHuman skeleton through IK chains. |
Related skills
metahuman-setup
Import and configure MetaHuman characters
control-rig
Control Rig node-based rigging
animation-playback
Play back and blend character animations
metahuman-motion-matching
Build Pose Search databases for MetaHumans
python-editor-scripting
Automate the editor with Python
What you'll learn
- How to import animations from Mixamo, Rokoko, ActorCore, and other third-party sources
- Setting up IK Rigs and IK Retargeters for accurate MetaHuman retargeting
- Batch retargeting hundreds of animation clips efficiently
- Validating retarget quality and fixing common issues like foot sliding or arm clipping
- Organizing a large animation library with consistent naming and metadata