vrma-animation-retargeting

Retarget VRMA and Mixamo animation clips onto VIVERSE avatar skeletons.

2|1|Updated Mar 28, 2026
One-click install
npx skills add https://github.com/viverseofficial/viverse-sdk-skills --skill vrma-animation-retargeting
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vrma-animation-retargeting
Source: https://github.com/viverseofficial/viverse-sdk-skills/tree/main/skills/vrma-animation-retargeting
Command: npx skills add https://github.com/viverseofficial/viverse-sdk-skills --skill vrma-animation-retargeting

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill resolves common animation issues when applying external VRMA or Mixamo clips to VIVERSE avatars, preventing limb deformation and incorrect bone orientation in web-based engines.

Core Features & Use Cases

  • Manual Bone Retargeting: Provides the mathematical framework to convert raw VRMA rotation keys into avatar-compatible delta transforms.
  • Procedural Pose Generation: Enables the creation of custom poses like idle, aim, and shoot without requiring external animation files.
  • Use Case: Use this skill when your character's limbs are misaligned or the animation causes mesh corruption, ensuring smooth, deterministic movement in PlayCanvas or Three.js.

Quick Start

Use the vrma-animation-retargeting skill to calculate the correct bone rotation deltas for a custom bow-archer pose on a VIVERSE avatar.

Frequently Asked Questions about vrma-animation-retargeting

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

FAQPage Schema
Why does my VRMA animation clip cause limb deformation on my VIVERSE avatar?

VRMA retargeting issues occur when raw rotation keys do not match the avatar skeleton's bone orientation, requiring per-bone frame correction and inverse matrix calculations to prevent mesh corruption and align the humanoid rig.

How do I retarget Mixamo animations onto a VIVERSE avatar skeleton in Three.js?

To retarget Mixamo animations in Three.js, apply mathematical framework conversions to translate raw rotation keys into avatar-compatible delta transforms, ensuring deterministic bone transformation and correct humanoid rig mapping.

Can I use VRMA animation retargeting within a PlayCanvas environment?

Yes, VRMA animation retargeting supports PlayCanvas environments by providing the mathematical framework for animation state management and MToon material conversion to ensure smooth, deterministic avatar movement.

What is the best way to fix incorrect bone orientation when applying external VRMA clips?

The best way to fix incorrect bone orientation is by applying per-bone frame correction and inverse matrix calculations to convert the raw VRMA rotation keys into avatar-compatible delta transforms.

Do I need external animation files to create custom bow-archer poses for my avatar?

No, you do not need external animation files; procedural pose generation enables the creation of custom poses like a bow-archer stance directly within PlayCanvas or Three.js environments.