Captury - UE Tutorial

A quick guide integrating Captury motion capture data with MetaHuman characters in Unreal Engine 5.5.


✅ Requirements

  1. Captury Live or recorded data (.fbx, .bvh)
  2. MetaHuman character set up in UE 5.5
  3. Unreal Engine 5.6 with MetaHuman Plugin enabled
  4. Control Rig / IK Retargeter set up for animation retargeting

🔧 Workflow Overview

1. Import Captury Mocap Data

  • Import the FBX or BVH animation file from Captury.
  • Make sure the skeleton is recognized properly in UE.
  • If it’s custom, retargeting setup may be needed.

2. Retarget the Animation to MetaHuman

  • Use IK Retargeter in UE 5.5:
    • Set up a source IK Rig for the Captury mocap skeleton.
    • Set up a target IK Rig for the MetaHuman skeleton (usually metahuman_base_skel).
    • Align bones correctly (especially hips, spine, head).
    • Use Retarget Pose editing to match T-poses if needed.
    • Generate a retargeted animation asset for the MetaHuman.

3. Apply the Animation

  • Open the MetaHuman blueprint or animation asset.
  • Assign the retargeted animation.
  • You can preview it directly in the Preview Scene or Level Sequencer.

🧠 Tips

  • Captury sometimes outputs joint orientations that differ from Unreal’s – check for bone roll/axis mismatches.
  • For facial animation, Captury supports facial tracking, but UE requires ARKit blendshapes or Live Link Face input. Facial retargeting may need a custom bridge.
  • If you want real-time streaming, Captury supports Live Link – you can set this up in UE to stream directly to the MetaHuman.

📦 Optional Tools / Plugins

  • Live Link Face / Live Link Plugin
  • Control Rig (if you want to fine-tune or procedurally adjust animation)
  • MotionBuilder (for pre-cleanup if needed)

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