retarget

Apply existing animation clips from one rigged character to differently rigged characters.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill retarget-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: retarget
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/retarget
Command: npx skills add https://github.com/SummerEngine/summer --skill retarget-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often need one animation library to play across many characters, but animation assets are bound to the rig they were generated against. This Skill provides the two real workflows for reusing clips across rigs in Summer Engine, and prevents agents from hallucinating a nonexistent retarget MCP tool. ## Core Features & Use Cases - Regeneration path (Path A): For Meshy-rigged targets, re-runs summer_generate_motion against the target's rigAssetId for each curated clip name, then attaches the results to the target's AnimationPlayer with cost confirmation gates. - In-engine retargeting (Path B): For non-Meshy, Mixamo, or hand-authored rigs, configures BoneMap with SkeletonProfileHumanoid and RetargetModifier3D to re-project animations with zero credit cost. - Use Case: You generated idle, walk, and attack clips for a goblin and now need the same moves on five orc variants — the Skill finds the source clip names, confirms the ~$1.50 regeneration cost, loops generation on each target rig, and saves the scene once. ## Quick Start Ask your agent to apply the animation library from your existing character to a second rigged character and confirm the total clip cost before generating.

Frequently Asked Questions about retarget

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I retarget animations between characters in Summer Engine?

There is no retarget MCP tool. For Meshy-rigged targets, re-run summer_generate_motion against the target's rigAssetId for each clip name. For other rigs, configure a BoneMap with SkeletonProfileHumanoid and add a RetargetModifier3D under the target's Skeleton3D.

How much does it cost to reuse animation clips on multiple characters?

Regenerating clips costs roughly $0.10 per clip per character, so 12 clips on 5 characters is about $6.00. The in-engine BoneMap retargeting path costs no credits but requires a one-time bone-mapping pass per distinct skeleton.

Can I reuse an animationAssetId from one rig on another character?

No. Animation assets are bound to the rig they were generated against, so passing the source animationAssetId to a different character fails. Generate against the target's own rigAssetId or route both rigs through a shared SkeletonProfileHumanoid BoneMap.

Does animation retargeting work on non-humanoid rigs?

No. The curated Meshy motion library and SkeletonProfileHumanoid are humanoid-only, so quadrupeds, mechs, and winged creatures are unsupported. Those characters need hand-authored animations instead.

Why do retargeted animations show foot-clipping or floating?

Proportion mismatch between the source and target rigs causes foot-float and limb-twist, such as a 1.8m-authored clip on a 2.5m ogre. Targets between 1.5m and 2.2m work well; beyond that, layer foot IK via the procedural-animation skill.

Do NPCs sharing one rig need retargeting at all?

No. If 30 enemies are instances of the same rigged model, they already share one animation library. Instance the scene instead of generating motion per enemy.