Unreal animation (technical animator)
SkillSearchHelps your agent fix Unreal Engine character animation tasks like importing FBX, retargeting animations, and fixing foot sliding.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Unreal animation (technical animator) skill
About this skill
Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bo
What this skill tells your AI
The instructions your AI receives, as published by scenario-labs/skills in skills/game-engines/unreal/scenario-unreal-animation/SKILL.md and read by ahel’s review.
Expert level means contact that holds on every clip the game plays, locomotion authored against the movement model that changes category on the input frame, animation that costs a measured number of milliseconds on the target, and clean data at the source. The agent works through data and templates: it scripts assets, IK Rigs, retargeters, databases and settings, duplicates Epic's AnimBPs instead of drawing graphs, measures contact numerically, then looks at frames. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-unreal-expert (channels, review loop, 5.8 traps).
Status (2026-09-24): Unreal is not installed. The offline layer of scripts/ue_anim.py passed 30 tests (python3 tests/code/unreal-animation/run_all.py --offline). Every in-editor snippet is not yet run in Unreal; [verify] names are answered by job_00_anim_probe.py. Import: sys.path[:0] = ["<skills>/scenario-unreal-animation/scripts", "<skills>/scenario-unreal-expert/scripts"]; import ue_anim as A.
Stance (the expert delta)
- Cheapest transfer first, then retarget order decides contact. Same skeleton, compatible skeletons, Copy Pose From Mesh or Leader Pose beat an IK Retargeter (Greg Richardson, -8CQNaODNNA [00:02:40]-[00:06:04]). When retargeting: a new named retarget pose (never Default) with auto align, snap to ground, slight knee and elbow bend; Scale Source once at the top, judged by the IK goals; Blend to Source on leg IK or feet sink; auto-exported retargeters have IK off (Richardson [00:08:13], [00:16:29], [00:21:26], [00:29:14]). Pin the IK helper bones gameplay reads (
ik_foot_l/r,ik_hand_gun); one-off fixes go in an Additive Pose op, not the base pose (Richardson [00:33:16]; 5.8 retargeting doc). - Movement model first, then animate against it. Tune capsule speeds, acceleration and braking with rough animation until it plays well, export the capsule trajectory, animate the root frame-exact with the chest (not the hips) within tolerance and 5-frame stops where the body overshoots. This separates animation bugs from system bugs (GASP team, Tony, mhVp_cC9MLc [00:24:25]-[00:28:43]; Dustin DeVoe, FLDXtAV7qsw [00:06:27]-[00:08:40]).
- Motion matching is data under designer control. Split databases by movement state, pick them with a Chooser on cached enums, interrupt only when a core state changed this frame, keep root motion enabled on every locomotion clip even when the capsule drives (GASP team [00:29:43]-[00:40:54], [01:30:00]). Weights encode a preference between imperfect candidates with low coverage (Sam [00:49:01]); they never fix a speed or coverage mismatch, and late tuning uses notify-state tags, not schema weights (Jose, tNw9lD2PW3U [00:18:28]; motion matching doc).
- Small sets ship with procedural nodes. 13 clips give a non-strafing base, 26 with strafing, 60 to 80 with states, both feet for every start, stop and refacing start (DeVoe [00:11:14]-[00:14:44]); "a misnomer that you need all coverage" (GASP [01:21:06]). Sparse data needs Steering before Offset Root Bone, foot placement and mesh-space additives, not a state machine (DeVoe [00:28:19]-[00:31:40]).
- Keep the AnimBP off the game thread, and budget root motion. Thread-safe update, Property Access, fast path on every node (Matthew Lake, N_suMyUuork [00:12:44]-[00:16:53]). Root Motion from Everything AND from Montages Only both update the AnimGraph on the game thread (root motion doc; Lake [00:13:18]). Montages Only is chosen because capsule-driven locomotion networks well, not to save threads: budget its cost; a character with no root-motion montage can use No Root Motion Extraction [inference from the doc wording, verify in Insights].
- Clean at the source, throttle what is unseen. Stripping twist, face and deformation tracks and Maya helper curves cut storage 71% and memory 90% on one clip; import defaults set project-wide, not per asset (Lake [00:05:15]-[00:07:21]). Only Tick Pose When Rendered as the project default, budget allocator or URO (never both), one LOD Settings asset with hysteresis (Lake [00:21:13]; AnimBP doc).
- Control Rig: Construction caches, Forwards Solve per frame. Profile before converting to C++ (60 µs graph vs 10 to 16 µs rig unit); FBIK adjusts a pose, it does not create one; exclude bones instead of locking them; a Backwards Solve makes a rig bakeable (Stéphane Biava, XYMad1EutcA [00:10:08]; LEGO Fortnite tech animator, kO6pz8ADgcU [00:12:04]).
- Never ship the cinematic MetaHuman. About 800 MB cooked vs about 60 MB Optimized High; audition LODs at the game camera from LOD 2 on PS5-class; Mac renders cards only (DeVoe, tTgMafRAM7A [00:15:16], [00:23:34]).
Establish first
| Input | Changes | Default when silent |
|---|---|---|
| Platform, frame budget, characters on screen | budgets, LODs, allocator, runtime vs offline retarget | console-class 60 fps; animation share from scenario-unreal-performance |
| Multiplayer, hero fidelity | capsule vs root-motion-driven | multiplayer: capsule driven, root motion in montages; single-player hero needing planted refacing turns: evaluate root-motion-driven through the root motion attribute (Jose [00:33:25]-[00:34:29]); Mover 5.8 adds ChaosMover trajectory prediction, still heading out of Experimental |
| Movement model: speeds per direction, acceleration, braking | timing of every clip | GASP speeds when reusing GASP data; tune before authoring |
| Clip set: GASP, mocap, hand-keyed, count | motion matching vs state machine | motion matching with procedural nodes; state machine plus warping (Lyra) only for explicit per-state control |
| Gameplay needs | strafing and states multiply content (each state almost doubles it, DeVoe) | orient-to-movement, walk, run, jump |
| Skeleton contract from the DCC | chains, IK bones, root | scenario-maya-rigging game_skeleton_check clean |
Workflow
- Probe once per engine.
job_00_anim_probe.pyheadless. GATE:probe.jsonlists IK Rig, retargeter, Pose Search, AnimPose, Interchange, MetaHuman names and whether 5.8BlueprintGraphEditorexists. - Receive and audit the character.
A.import_character/A.import_animations(explicit options on either importer), thenA.import_audit(A.skeletal_mesh_facts(mesh)): one root, unused bones (5.8 Bone Count Reduction), influences over 8, units. Set project-wide import defaults once:A.apply_ini_plan(cfg, A.import_defaults_plan())for the legacy importer, the project pipeline in the Interchange Import Content stack. GATE: no error; mesh looked at in a neutral lit preview. - Choose the transfer.
A.transfer_method(source, target). GATE: method and reason written down. - IK Rigs.
A.create_ik_rig(5.8 template splits Leg at the ankle and adds Foot chains),A.biped_chain_planfor custom names. GATE:A.chain_map_checkclean. - Retargeter, built once, then templated.
A.create_retargeter; op settings once in the GUI, saved asRTG_Template; Pin Bones fromA.ik_bone_pin_plan(bones, A.mannequin_bone_map(bones, parents)). GATE:A.op_stack_check(ops, proportions_differ=True, target_ik_bones=..., runtime=..., profile_ops_us=...)clean;A.retarget_log_checkon the Retarget Output Log clean; LOD thresholds and Profile Ops for any runtime retargeter. - Batch retarget and clean.
A.batch_retarget(..., retain_additive=True); mocap through its own retargeter (Filter Bones, Generate From Target Pelvis);A.anim_content_audit,A.ensure_root_motion,A.strip_curves. GATE:A.compare_contacton walk, run, turn, crouch, jump, a contact clip and a mocap clip;A.root_motion_check; contact frames looked at side and front. - Movement model and authored clips. Tune the movement component per gait and direction; export the capsule trajectory (5.6+ Rewind Debugger > Trajectories export, else Take Recorder) to scenario-maya-animation or scenario-blender-animation. GATE:
A.capsule_match(root on the path, chest within tolerance, root stops with the capsule) andA.speed_parityon returned clips. - Locomotion architecture.
A.decide_locomotion(...). Motion matching: migrate GASP,A.motion_matching_coverage(foot pairs, capture shapes),A.database_plan, duplicate schemas and databases, then remap every mannequin bone name:A.schema_bone_check(A.schema_facts(s)["bones"], bones, bone_map), Pose History bones in the GUI; tags, notify filtering, repetition guards. Procedural nodes:A.procedural_order_check,A.offset_root_bone_modes. GATE: zero "no database" warnings cycling every state in PIE; Rewind Debugger read on each transition frame; starts, stops, pivots at 0.25 timescale from a still camera. - Root motion and montages.
A.root_motion_mode_check(mode, multiplayer, montage_root_motion);A.montage_blend_out_check; traversal tails through a JustTraversed database. GATE: no root velocity in the blend-out window;show collisioncapsule stays with the mesh; game thread measured. - Foot IK. GASP 5.4 leg IK only locks feet to the IK foot bones, no ground adaptation [verify current GASP]; slopes and stairs need Foot Placement or a Control Rig with FBIK (
A.fbik_foot_defaults(mannequin_like=False)re-derives the knee axis). Sequencer shots:CR_GroundAlignmenton the mannequin, then retarget. GATE: stairs and 30 degree slope captures, foot gap per frame, no pop, no jitter. - Performance pass.
A.anim_ini_plan,A.animbp_settings,A.compile_and_scan,A.allocator_config_check,A.lod_settings_check. GATE:stat anim,stat unit, Insights before and after on the same path. - Deliver per Handoffs, with what was not verified.
Numbers
| Value | Relative to | Source |
|---|---|---|
| GASP speeds: walk about 2, strafe 3.5, run 5 m/s | movement model and clips | GASP team [01:27:17] |
| Capsule stop 5 frames; offset root radius about 30 cm | capsule | GASP team [00:27:38], [01:52:15] |
| Steering desired facing 0.5 s ahead | trajectory | Jose [00:29:50] |
| Notify Recency Time Out 0.2 s; weights example Pose 1, Trajectory 3 | Motion Matching node, schema | motion matching doc |
| Minimal sets 13, 26, 60 to 80 clips (GASP over 500) | locomotion | DeVoe |
a.Budget.BudgetMs 1.0 (default), 1.5, 2.0, 2.5 | game thread, ViewDistanceQuality 0 to 3 | AnimBP doc |
| Max bone influences 8 (LOD0), 4, 1 (last) | skeletal LODs | Lake; Biava |
| FBIK: pelvis stiffness 0.8, knee preferred Z 45, ankle -70..70 | mannequin joint axes | Control Rig doc |
| Filter Bones: Responsiveness 0.3 to 0.8, Velocity Cutoff 15 to 30 Hz, under frame rate / 2 | mocap | retargeting doc |
| MetaHuman pose drivers 1.4 ms PS5 before 5.6, about 0.4 ms after | per character | DeVoe |
| Contact tolerances 1 to 2 cm; root on capsule 2 cm; chest 30 cm | planted frames, authored clips | [added] defaults |
No source gives a per-character ms budget: take the animation share from scenario-unreal-performance.
Quality gates
- Code: the
A.*checks of each Workflow gate, summarized byverdict(issues)with no error. - Engine numbers:
stat anim,stat unit, Insights (animation channel, game-thread AnimGraph update), stat group PoseSearch (5.8 names),a.Budget.Debug.Enabled 1, Retarget Profile Ops. - Visual (ue_review): contact frames side and front, native in the middle, 0.25 timescale locomotion, stairs and slopes, LOD at distance. Score with
references/critique.md.
Common mistakes
| Mistake | What it looks like | Fix |
|---|---|---|
| Animation imported without the target skeleton | clip does not play; stray <Mesh>_Skeleton | always pass the skeleton |
| No Blend to Source on leg IK | feet sink on shorter targets | Blend to Source; Scale Source at the top if hands over-reach |
| IK helper bones not pinned | leg or weapon IK reads a reference-pose bone | Pin Bones per ik_bone_pin_plan |
| Batch with an auto-generated retargeter | IK off, override sets ignored | hand-built retargeter |
| Clips authored before the movement model is tuned | every clip retimed; animation and system bugs mixed | model first, capsule_match |
| Duplicated GASP schema on a custom skeleton | channels read missing mannequin bones, poor picks | schema_bone_check, schema skeleton, mirror table rebuilt |
| One big database, weights tuned | starts improve, stops break | split by state, Chooser, interrupt on core state change |
| State machine chosen because the set is small | stiff transitions | minimal set plus procedural nodes |
| Steering after Offset Root Bone, or none, with keyboard input | selection thrashes | Steering first, only while moving or in air |
| Montages Only picked "to keep the graph on workers" | unbudgeted game-thread cost | both modes run the graph on the game thread; budget, or No Root Motion Extraction |
| Blend Out Trigger Time -1 with root still moving | walk-loop frames after traversal | trigger 0, or root motion ends earlier |
Allocator node without a.Budget.Enabled, or allocator plus URO | no effect, confusing throttling | both switches on; never both systems |
| Offset root bone near walls | mesh clips into walls | smaller radius near walls or collision-aware trajectory |
Handoffs
- Receives from scenario-maya-rigging, scenario-maya-animation, scenario-blender-rigging, scenario-blender-animation through scenario-unreal-pipeline-automation: FBX 2020.2, cm, one root at the origin, joints only, one clip per file,
game_skeleton_checkJSON. - Delivers to scenario-maya-animation or scenario-blender-animation: exported capsule trajectory, speed, acceleration and braking per direction, stop spec, chest tolerance, clip list with both feet.
- Delivers to scenario-unreal-gameplay: character Blueprint child (GASP or Lyra), AnimBP variable contract (gait, stance, movement mode, rotation mode), montages with warp targets, movement model values, note that CMC input acceleration needs C++ replication for multiplayer trajectories.
- Delivers to scenario-unreal-cinematics: retargeted clips, bakeable Control Rigs,
CR_GroundAlignmentguidance, MetaHuman Cine tier only for pre-rendered shots. - Asks scenario-unreal-performance for the animation budget and target captures.
UE 5.8 notes
- Retargeter: op stack (5.6), Override Sets replace Retarget Profiles, foot definition and floor constraint, Blend to Source, Scale Goals, Offset Goals as separate Run IK Rig sub-ops; resave pre-5.8 retargeters.
- Pose Search:
DatabaseAnimationAssets(5.7), Chooser-column databases default to Brute Force,...FromContextchannel getters, renamed stats, "Block Transition In". unreal.BlueprintGraphEditoris the 5.8 route for Blueprint graph edits; whether it reaches AnimGraph nodes is [verify]: try on a copy, else templates and computer use.- Interchange: production ready for asset import (5.5), default for FBX level import (5.6), dialog reworked (5.8); the FBX asset-import default is [verify], so pass options for both importers.
- Control Rig: Construction Event, Physics Beta, Dynamics Experimental;
FSmartNameand 5.0 to 5.6 anim APIs removed. - MetaHuman:
ConvertLegacyDNAAssets -DryRunfirst; face MetaHuman Animator on macOS, body Windows only. - Experimental, fallback required: Animation Mixer, Direct Mesh Controls, uFBX, MetaHuman Crowd, MotionMatchMulti. Mover still Experimental.
References
references/procedures.md: full code per stage, test path, status; before any scripted step.references/expert-notes.md: judgment by expert, disagreements and deciding conditions.references/critique.md: the self-review rubric; at every gate.references/gui-paths.md: editors, menus, settings for a computer-use agent.references/sources.md: every source, credential, URL, best timestamps, revision history.
Signals
- GitHub stars
- 681
- Forks
- 82
- Last commit
- Sep 2026
ahel review
K6info
bundled executables the agent is told to run
Automated review, not a security audit. Ruleset v1+k2.
Advanced
- Item type
- skill
- Key
scenario-unreal-animation- Source
- github.com/scenario-labs/skills