


It’s been a mix of technical animation work and some creative character design.
First, I tackled the motion capture retargeting process in Unreal Engine.
I started by setting up the T-pose as a reference for the MetaHuman character, making sure the rig was correctly aligned.
I also used a proxy mesh to help with the initial retargeting setup.
After getting the base pose right, I was able to apply some mocap data. Here’s a shot of the character in a dynamic crouching pose, testing the retargeted animation.