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  • MOVIN
  • What's New?
  • Let's Get MOVIN: First Steps to Start
    • MOVIN TRACIN Setup
    • MOVIN Studio Setup
    • MOVIN Studio Configuration
      • Step 1. Connect Device
      • Step 2. Level Device
      • Step 3. Set MoCap Zone
  • Studio to Anywhere: MOVIN Studio Usage Guide
    • Create Actor
    • Hands Setting
      • Set Hand Rest Pose
      • Integrate with 3rd Party Gloves
    • Import Custom Character & Retargeting
    • Check, Record and Export Mocap Data
    • Adjust Mocap Data
    • Live-stream Mocap Data
      • Streaming Mocap Data into Notch
      • Streaming Mocap Data into Unity
      • Streaming Mocap Data into Unreal Engine
      • Streaming Mocap Data into Warudo
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  • Important Notes
  • Import Character
  • Rename / Delete Character
  • Change Character
  • Actor Transparency
  • Bone Mapping
  • Control Offset
  1. Studio to Anywhere: MOVIN Studio Usage Guide

Import Custom Character & Retargeting

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Last updated 1 month ago

MOVIN Studio allows you to retarget captured motion data to custom 3D characters, enabling personalized, natural animations tailored to your character’s proportions and skeleton.

Important Notes

MOVIN Studio supports importing characters in .fbx and .vrm formats. However, materials and textures are not imported—only skeletal data is used for retargeting.

For .fbx files, character import may fail in the following cases:

  1. The file does not contain any mesh data.

  2. The skeleton does not include a ‘hip’ joint.

  3. The hip joint has no parent joint, which breaks the skeleton hierarchy.

Please verify these conditions if your file fails to import.

Import Character

  • To import a character into MOVIN Studio, go to the 'Retargeting' tab and click the 'Import Character' button.

    • Your custom character will appear alongside the MovinMan skeleton for visual comparison and retargeting.

Rename / Delete Character

  • To rename an imported character, click 'Rename'.

  • To remove a character, click 'Delete'.

Change Character

  • To switch to a different character, click the 'Character' dropdown and select another character from the list.

    • To reset to the default MOVIN skeleton, choose 'Default'.

Actor Transparency

  • If you want to view only the custom character on screen or inspect how bones are mapped, use the 'Actor Transparency' slider to adjust the visibility of the underlying actor skeleton.

Bone Mapping

When you import a character, MOVIN Studio attempts to automatically map bones between the custom skeleton and the internal MovinMan skeleton. If you notice unusual or missing motion data in certain joints, check the bone mapping setting.

  • Go to the 'Character' tab, and click the 'Bone Mapping' button to review how joints are paired.

  • If any dropdown shows a '-' symbol, that joint failed to map.

    • Click the dropdown and manually assign the correct joint.

  • If your character uses a non-standard skeleton hierarchy (e.g., includes twist bones, IK bones, or cloth/hair bones), automatic mapping may fail. In such cases, please share your character file with the MOVIN team via Discord—we’ll be happy to help you configure it properly.

Control Offset

Some character models, especially stylized ones like SD characters, may result in awkward poses—such as hands intersecting with the head due to exaggerated proportions.

To fix this, Go to the 'Additional' tab and click 'Control Offset' button under 'Data Adjustment'. Adjust the character's base pose until the posture looks natural.

  • For more detailed guidance on adjusting the base pose, please refer to the Adjust Mocap Data page.