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)