# Import Custom Character

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.
* <mark style="background-color:$primary;">**The character’s rest pose must be a T-pose**</mark>. If the character’s rest pose is an A-pose, please change the default pose to a T-pose before importing the character, or change the rest pose from [Pose Matching](/movin-studio-usage-guide/retargeting/pose-matching.md).
* For best retargeting results, download the samples below and <mark style="background-color:$primary;">**modify your character's joint hierarchy and bone names**</mark> to match these standards:

{% file src="/files/mZDiVuxAFy0ljzYMA8TG" %}
mixamo rig
{% endfile %}

{% file src="/files/3DuL57LYCbKU9Taf0Gxm" %}
3dsmax biped rig
{% endfile %}

{% file src="/files/avcwznmFmJkcDZonGg0i" %}
UE Mannequin rig
{% endfile %}

{% file src="/files/5Vw7Zxcqff7doGnmTvV3" %}
VRoid rig
{% endfile %}

* 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.
  1. The file does not contain any mesh data.
  2. The skeleton does not include a hip joint.
  3. The skeleton includes a hip joint, but it is improperly named \
     (e.g., multiple joints named "hip" exist in the hierarchy).
  4. The hip joint has no parent joint, breaking the skeleton hierarchy.
  5. The upper and lower body joints are under separate hierarchies.
  6. There are typos or duplicate names in the bone structure.
  7. Other issues related to non-standard skeleton structures or naming conventions.

***

### Import Character

<figure><img src="/files/bjRHktgp8gLAV0tIN9hM" alt=""><figcaption></figcaption></figure>

* 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

<figure><img src="/files/a5Q8ewOAJqFjKFgn6Owz" alt=""><figcaption></figcaption></figure>

* 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

<figure><img src="/files/h1iYXpgU5ylTLqE25DkC" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="/files/syeSz14747SJ0xT9NZXy" alt=""><figcaption></figcaption></figure>

* 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

<figure><img src="/files/sTvSQuQvv6chQlxsCcau" alt=""><figcaption></figcaption></figure>

* 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.


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