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[Not Working] Retarget Animation

Warning

Retargeting is currently nowhere near good or perfect, attempting to do so will not produce any doable results. Unfortunately, I have lost motivation to continue retarget. Working with Lost Saga skeleton is already enough as is due to weird skeleton they had. The current retarget is capable of accurately mimicking the rotation of all bones but legs and with twists on some bones.

warning

Retarget does not support retargeting position due to how Lost Saga skeleton are formed. Forcing position will make the result worse than it was.

Retarget involves the process of copying animation sourced from other armature, into another armature. While it might sounds simple, it's not the case with Lost Saga skeleton due to how their skeleton are formed.

Initial Rotation

Here is what Lost Saga skeleton initial position/rotation looked like.

It doesn't resemble anything like humanoid at all, the humanoid form is actually stored inside LocalTMqRot or kObjectMatrix. However, this initial rotation is still needed because animation quaternion calculate their rotation from this initial position, instead of rest rotation from humanoid

losa skeleton

Fortunately, I have create a solution to retargeting, even though it's not perfect.

Importing the Skeleton

First, import skeleton using retarget mode, at which your skeleton should looked like this:

retarget skeleton

It contains two skeleton, armature and empties. The armature are used for retarget animation, while the empties are used to export the animation.

Retargeting the Animation

Use the armature as the target armature for the retaget, you should adjust source armature to match with the target armature. After retargeting, the empties will copy the rotation from the retarget armature.

Exporting Retarget

After animation has been properly retargeted, select all empties, and then bake action (F3 > Bake Action). Make sure that Visual Keying and Clear Constraints is enabled.

bake action

After baking, use the Apply Delta Transforms operator, and then you can export them using Export Animation operator.

Final Result

You can use the newly .ani file to the advanced skeleton to see and/or tweak the result before exporting to game. As stated previously, the final result is not good.