Import Custom Character & Retargeting
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, please note that materials and textures are not imported—only skeletal data is used for retargeting.
The character’s rest pose must be a T-pose. If the character’s rest pose is an A-pose, please change the default pose to a T-pose before importing the character.
For best retargeting results, download the samples below and modify your character's joint hierarchy and bone names to match these standards:
If the motion data of a character in .fbx format is imported incorrectly, please check whether it corresponds to any of the failure examples below. If it does, refer to the sample file above and modify the joint hierarchy and bone names accordingly.
The file does not contain any mesh data.
The skeleton does not include a hip joint.
The skeleton includes a hip joint, but it is improperly named (e.g., multiple joints named "hip" exist in the hierarchy).
The hip joint has no parent joint, breaking the skeleton hierarchy.
The upper and lower body joints are under separate hierarchies.
There are typos or duplicate names in the bone structure.
Other issues related to non-standard skeleton structures or naming conventions.
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.
Change Character

To switch to a different character, click the 'Character' list and select another character from the list.
To reset to the default MOVIN skeleton, double-click the selected character.
Rename / Delete Character

You can rename or delete imported characters.
To rename a character, right-click the character and click the 'Rename' button. You can also rename a character by slowly double-clicking it.

To delete a character, right-click the character and click the 'Delete' button.
If you want to delete multiple characters at once, hold down the Ctrl key and click all the characters you want to delete. Then, right-click and click the 'Delete' button to remove all the selected characters.
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.
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, click 'Control Offset' button and adjust the character's base pose until the posture looks natural.

Clicking the 'Control Offset' button allows you to adjust the base posture of the actor or character by fine-tuning joint angles. You can adjust head, upper body, lower body, hands, and so on.
This feature is available in both actor-only mode and when retargeting to a custom character.
Finger angles can also be adjusted in this section—but only if you are using third-party gloves.
Modifying finger joints is more complex than other body parts due to their sensitivity and high articulation. If you need to change the finger’s base pose, we recommend using the 'Hand Rest Pose' setting instead. For details, refer to the Set Hand Rest Pose page.
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.

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.
Thumb Correction
If the thumb is not working properly, please turn the 'Thumb Correction' option on.
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