Manage Retarget Base Pose
There may be instances where you want to retarget animations to a Skeleton that is not quite using the same base pose as your Source Skeleton.
Take for example the Skeleton in the image below on the right when attempting to retarget an animation:
Our Source Skeleton (left) is in a A-Pose while our Target Skeleton is using an T-Pose. If we were to retarget animations as is now, we may encounter issues:
Above we have our target animation on the left of a character holding a shotgun, however, when we retarget the animation to our new character on the right (because they are using different base poses) the arm positioning is not correct.
We can fix this by Retargeting the Base Pose inside the Retarget Manager which allows us to define a Retargeted Base Pose to use for animation retargeting purposes rather than using the characters normal Base Pose.
We can select bones in our character and rotate them (in this case the left and right shoulders) so that our character is in an A-Pose, then we click Modify Pose:
In context menu, select Use Current Pose:
This will set the pose you define as the Retargeted Base Pose to use when performing any animation retargeting.
Now when we go to retarget an animation, we will see the updated Retargeted Base Pose:
When we retarget animations for Skeletons that have more similar Base Poses, we get better-looking results: