[Opt-out Phase] Introducing Animator Retargeting for Supporting a Single Animation on Multiple Rigs

Would this also fix changing positions of limbs in animations? It has been an issue I’ve run into with animations when having varying sizes of humanoids and am hoping this also addresses that.

For example, if I have an animation that makes a humanoid kneel or collapse on the ground (lowering the torso as a position change) - the character will be floating (on larger relative humanoids) and will sink into the ground (on smaller relative humanoids)

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Though not explicitly addressed with this initial rollout, that is indeed the type of behavior that this feature (along with others coming down the pipeline) aims to fix in the long run.

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So basically we can do something like this now without tweaking original animation?

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Does this mean we won’t be forced to opt-in into AnimationWeightedBlendFix in the long-run?

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The only downside of this is having to enable the tedious AnimationBlendFix, but this is a great change!!

People sometimes complain about their gun animations not looking correctly because of the rig i used to animate is way different to their avatar, so i guess this will fix the issue!

That’s such a great update, definitely will come in handy if an when I ever do my game idea in the future. Depending on what I do I’d probably use the same walk animation for groups of hostile characters, they would have different looks and heights.

Just in general this is great.

Would be nice to be able to easily export rid etc to things like blender to animate then import back into studio with out needing to use plugins, reason I say this is apparently the one plugin that does allow this isn’t working now (I’d have to get for myself).

Something else that would be nice if the ability to animate objects etc without it needing a humanoid or rig like blender, basically a time line, you move the objects etc. Would be nice to be able to make “advanced cut scenes” and or in game things. (I know it’s possible but from my understanding it requires scripting and cframes, I need to look into it a lot more as the lady time I did that on the topic was a few years ago).

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As if animations didn’t already have enough problems with making your arms and legs snap, this just makes it worse!

What exactly is animation blending?

The goal would be to move away from that dependency.

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Did I just discover a hidden feature related to this?

A very old “to do” list item was to fix my custom animations. Specifically, I simplified my avatar by removing barely used shoulder bones in the rig. There are a few corner cases where the animation was not “retargeting.”

Note the arms are flailing about.

However, I noticed the same animation shown through the Animation Editor re-targeted! I have never seen this before. I just re-saved the animation and it works. I did not have to use my new FBX file.

Not complaining! I have turned “Retargeting” on, in hopes it will be expanded to all animations before I go live.

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Joint-orientation retargeting is part of the feature. If the animation and character don’t have the same reference pose (e.g. one is T-pose and the other is standard R15 “I-pose”), the retargeter will correct this.

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On the up side, this saved me hours yesterday. Thanks!

I suppose one down side is that I ultimately selected a custom rig to make it unattractive to animate without my blend files. That was most of the reason I didn’t go for S1-S15 compatible. Now I suppose as long as the rig has the right names, any rig will do.

I was taking advantage of lack of functionality. I’ll live! :slight_smile:

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So this works on custom rigs if the bones match the R15 naming convention?

It feels like it should work in any case where the bones are named the same. I use a lot more than 15 bones, but there are some overlaps with the R15 naming convention. Custom to custom, and custom to r15… it should work.

It’s really handy to get around the weird R15 bone orientation.

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This feature seems to work great for our rig that is setup in “A” pose! Only issue is the Idle animation isn’t supported yet, any idea when more support will be coming?

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Does this work with S1 rigs or just S15 & R15 atm?

My models are closer to s1. It works for me.

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That’s interesting, I imported the Lola S1 from Roblox to give it a go and this feature wasn’t working for it, there must be some nuance I’m missing.

This is a nice addition, especially for me; I’ve noticed that the slightest difference between avatars (body scaling, parts, etc.) can offset their arms enough to make drinking animations look weird. Trying to fix this with individual animations would require a practically infinite amount of them, or just limiting what scaling/parts are allowed in the game. Animation retargeting came at the perfect time!

I’ve noticed every time I close then reopen Roblox Studio, Retargeting is reverted to the “default” setting instead of staying on “enabled”. Is this a bug or is it intentional? Retargetting works well in my incomplete “experience”, so I’d like for it to stay on between editing sessions. Here’s a good example of retargeting I’ve discovered:


This pose was made with a woman dummy. My character uses the girl arms so her hand clips through the table.

With retargetting, her hand is on top of the table, just like the original animation! It’s very cool.

Before that pose, I animated my avatar holding that cup with both hands, using an almost-exact import of my avatar as the “reference” rig, using the same body part combination and proportions.

When my avatar plays the same animation, her left hand, which is positioned close to the cup, doesn’t appear to still be holding it, even when retargeting is enabled. Is this normal?

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We are happy to announce the beta for saving a rig with animation data.

This will allow the creation of custom retargetable animations for R15. The system will currently support leg retargeting with upper body support on the way. Animations exported with this beta feature now should also be compatible with future retargeting system updates.

To enable the feature, head to File > Beta Features:

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