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Plugin Content🔗︎

The plugin provides demo assets that you can use. For example, you can preview various pre-generated Animation Sequence assets or retarget them onto MetaHuman characters using the supplied IK Rig and IK Retargeter assets.

To view these assets, enable "Show Plugin Content" in the Content Browser settings.

And navigate to Plugins > Motorica Studio Content.

Note

The folder names may be different depending on which plugin version you are using.

Animations🔗︎

This folder contains animations adapted to the Motorica character, generated using MoGen inside the Motorica Studio editor. You can preview and use these animations without having to open the Motorica Studio editor at all!

Note

To retarget these animations to non-Motorica characters, read about how to use the supplied retargeting assets here.

Characters🔗︎

Contains assets (textures, skeleton, materials, etc.) of various characters that you can retarget MoGen-generated animations to.

  • MetaHuman - (Target skeleton) Used for retargeting to MetaHuman characters. Includes the default male body mesh. (Other meshes like the face are not included to keep the plugin file small.)
  • Mixamo - (Target skeleton) Used for retargeting to Mixamo characters. Multiple characters are included with different body proportions.
  • MotoricaStudio - (Source skeleton) This is the default Motorica Studio character from which animations are retargeted. All MoGen-generated animations are applied to this character by default.
  • UnrealEngine - (Target skeleton) Used for retargeting to UE5 mannequin. Includes the default male / female body meshes.

Internal🔗︎

Various assets used internally by the plugin. You do not need to modify or use these assets.

Levels🔗︎

Example levels that you can use inside the Motorica Studio editor.

The default "Prototype" level, which the Motorica Studio editor launches with, is included here. To force Motorica Studio editor to launch with a different level than the provided one, you can:

  • Modify the contents of Level_Prototyping
  • Create your own level asset named Level_Prototyping and copy (or move) it to Levels > Prototyping. You will have to rename the original prototype level asset.

The Motorica Studio editor can load other levels besides the prototype one. To load another level, you need to:

  1. Load the level asset in the main editor window.
  2. Click the "globe icon" in the Motorica Studio editor.

Retargeting🔗︎

  • BP_RuntimeRTG_Base - A spawnable Actor Blueprint that sets up runtime retargeting between the Motorica skeleton and other skeletons. This blueprint serves as a base which other blueprints can extend from.
  • LS_RuntimeRTG - A Level Sequence asset demonstrating runtime retargeting from the Motorica skeleton to a set of other skeletons.

MetaHuman🔗︎

  • ABP_metahuman_MoStudio - Animation Blueprint used for runtime retargeting from the Motorica skeleton to the MetaHuman skeleton. It uses the RTG_metahuman_MoStudio IK Retargeter asset.
  • BP_RuntimeRTG_metahuman_MoStudio - A spawnable Actor Blueprint that extends from BP_RuntimeRTG_Base. It sets up runtime retargeting from the Motorica skeleton to the MetaHuman skeleton using ABP_metahuman_MoStudio.
  • IK_metahuman_MoStudio - IK Rig asset that configures the default MetaHuman skeleton for retargeting. This is identical to the default MetaHuman IK Rig (confirmed UE 5.2).
  • RTG_metahuman_MoStudio - IK Retargeter asset that retargets from the IK_MoStudio IK Rig to the IK_metahuman_MoStudio IK Rig. The MetaHuman retarget pose is edited to match the T-pose of the Motorica skeleton. IK retargeting is disabled.

Mixamo🔗︎

  • ABP_Mixamo_Mutant - Animation Blueprint used for runtime retargeting from the Motorica skeleton to the Mixamo Mutant skeleton. It uses the RTG_Mixamo_Mutant IK Retargeter asset.
  • BP_RuntimeRTG_Mixamo_Mutant - A spawnable Actor Blueprint that extends from BP_RuntimeRTG_Base. It sets up runtime retargeting from the Motorica skeleton to the Mixamo Mutant skeleton using ABP_Mixamo_Mutant.
  • IK_Mixamo_Mutant - IK Rig asset that configures the Mixamo Mutant skeleton for retargeting. It contains bone chains for the spine, legs, arms, head and root, excluding fingers.
  • RTG_Mixamo_Mutant - IK Retargeter asset that retargets from the IK_MoStudio IK Rig to the IK_Mixamo_Mutant IK Rig.

The assets above are for the Mixamo Mutant character. Other mixamo characters have similar assets.

MotoricaStudio🔗︎

  • ABP_MoStudio - Animation Blueprint used for runtime retargeting from the Motorica skeleton to itself. It uses the RTG_MoStudio IK Retargeter asset.
  • BP_RuntimeRTG_MoStudio - A spawnable Actor Blueprint that extends from BP_RuntimeRTG_Base. It sets up runtime retargeting from the Motorica skeleton to itself using ABP_MoStudio.
  • IK_MoStudio - IK Rig asset that configures the Motorica skeleton for retargeting. It contains bone chains for the root, hips, spine, legs, arms, and head, except fingers. For compatibility, some bones like the root and shoulders have multiple chains. Find the ones that work best for you target skeleton. You can also copy the asset and customize the bone chains completely to improve retargeting to your character. Most IK Retargeter assets in the plugin use this IK Rig as the retargeting source.
  • IK_MoStudio_legacy - This is the legacy IK Rig asset that was provided in Motorica Studio v0.1.0 called IK_Motorica. You should use IK_MoStudio from now on. If you are using the old IK_Motorica IK Rig, update your references to point to IK_MoStudio_legacy.
  • RTG_MoStudio - IK Retargeter asset that retargets from the IK_MoStudio IK Rig to itself. This is mainly used for debugging purposes.

UE5 Mannequin🔗︎

  • ABP_Mannequin_MoStudio - Animation Blueprint used for runtime retargeting from the Motorica skeleton to the UE5 mannequin skeleton. It uses the RTG_Mannequin_MoStudio IK Retargeter asset.
  • BP_RuntimeRTG_Mannequin_MoStudio - A spawnable Actor Blueprint that extends from BP_RuntimeRTG_Base. It sets up runtime retargeting from the Motorica skeleton to the UE5 mannequin skeleton using ABP_Mannequin_MoStudio.
  • IK_Mannequin_MoStudio - IK Rig asset that configures the default UE5 mannequin skeleton for retargeting. This is identical to the default UE5 mannequin IK Rig (confirmed in UE 5.2).
  • RTG_Mannequin_MoStudio - IK Retargeter asset that retargets from the IK_MoStudio IK Rig to the IK_Mannequin_MoStudio IK Rig. The UE5 mannequin retarget pose is edited to match the T-pose of the Motorica skeleton. IK retargeting is disabled.