Kinetix Documentation
Website
  • 🖐ïļWelcome
  • 🕚About Kinetix
  • 🖌ïļUser-Generated Emote
    • ðŸĪ–Video-to-animation AI
    • ðŸĪļKinetix Emote Standards
    • ðŸĶīRetargeting
    • 🏂Kinanim (Emote streaming)
    • 🖊ïļTry the User-Generated Emote feature
  • INTEGRATION
    • ðŸĪ·SDK or API: what to choose
    • ðŸĪĐKinetix SDK
      • ⚙ïļSDK - Core Package
      • ðŸ§ĐSDK - Sample scene
      • 🧑‍ðŸ’ŧTested & approved Game Engines for the SDK
      • ðŸ’ŧSDK Integration in Unity
        • ⮇ïļSet-up Unity & Import the SDK
          • 🔑Get your Game authentification API Key
          • ⚙ïļSetup your Unity environment
          • 🔧Install the Kinetix SDK in Unity
          • âŒĻïļSDK Initialization - Unity
        • ⚡Quickstart - Unity SDK
        • ðŸĶ‹SDK Core Modules activation - Unity
          • 🔐Account Management in Unity
          • 💃Animation System - Unity
            • ðŸŽĒUnity's Animator System
            • ðŸŽĻCustom Animation System
            • ðŸŒģRoot Motion
              • RootMotion + NavMeshAgent
            • 🎞ïļFrame Controller
            • 💊IK Controller
            • ðŸŦĨAvatar Mask
          • ðŸ“ķNetwork - Unity SDK
            • Photon PUN
            • Photon Fusion
        • 🕚User-Generated Emote integration (Unity)
          • Embedding the PWA in your Unity application
          • Validation / Retake
        • 🚧How to update Kinetix SDK in Unity?
        • 📕SDK API Reference - Unity
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
          • KinetixCore.UGC
        • 📂Unity SDK Changelog
      • ðŸ•đïļSDK Integration in Unreal Engine
        • ⮇ïļSet-up Unreal Engine & Download the SDK
          • 🔑Get your Game authentification API Key
          • ⚙ïļSet up your Unreal Engine environment
          • 🔧Install the Kinetix SDK in Unreal
          • âŒĻïļUE SDK Core Package Initialization
        • ⚡Quick Start
        • ðŸĶ‹SDK Core Modules activation - Unreal
          • 🔐Account Management - UE
          • 💃Animation System - UE
            • Local player system in Unreal Engine
            • Avatar system in Unreal Engine
            • Without uploading an avatar (deprecated)
              • Animation in a Third Person Template
              • Animation in an existing project
          • ðŸ“ķNetwork - UE SDK
        • 🕚User-Generated Emote integration (UE)
        • 📕SDK API Reference - UE
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
        • ⮆ïļUpdating from 0.3 to 0.4
        • 📂UE SDK Changelog
    • 😍Kinetix API
      • 🔑Get your Authentification API key
      • 🔌API routes
      • 🊝API Webhooks
      • 🏓Possible Return Codes
  • Management
    • 🚊Developer Portal
      • ðŸ‘―Avatar Upload
      • ðŸ‘ŪUGC Moderation
    • 🖌ïļUGE: Guides & Best Practices
      • 📐User-Generated Emote specifications
      • 👌Video recording best practices
      • ðŸ‘ŧUser-Generate Emote Use Cases
  • SUPPORT
    • 📎Bugs reports & features requests
    • ❓FAQ
      • FAQ: General questions
      • FAQ: Unity SDK
      • FAQ: Unreal Engine SDK
    • ðŸĪ•Troubleshooting
    • 📚Glossary of terms
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On this page
  • Setup of your pawn
  • Setting up the Retargeter
  • Setup of the AnimInstance (aka Anim Blueprint)
  • Register your player as the local player

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  1. INTEGRATION
  2. Kinetix SDK
  3. SDK Integration in Unreal Engine
  4. SDK Core Modules activation - Unreal
  5. Animation System - UE
  6. Without uploading an avatar (deprecated)

Animation in an existing project

PreviousAnimation in a Third Person TemplateNextNetwork - UE SDK

Last updated 1 year ago

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In this section, learn how to integrate our Emotes with an Animation System in your existing project.

Setup of your pawn

Starting from 0.4, the process has been greatly reduced and now removed the use of the retargeter that can leads to CPU overwhelming.

The only thing you need now is the KinetixCharacterComponent.

The SDK relies on Epic's IK Retargeter inside UE5 to play animation on every skeleton.

Setting up the Retargeter

Creating the IK Rig for your skeleton

If you already have a valid Skeletal Mesh, you have to create an IK Rig for them.

As an exemple for Manny, the UE5's mannequin, We had setup the IK Rig like this:

And then the IK Retargeter is configured like this:

Normally if the Source and Target chain are configured the same, they should automatically feed the right settings.

Setup of the AnimInstance (aka Anim Blueprint)

Just keep a place in your AnimInstance to get the retargeted Emotes animations.

The KinetixCharacterComponent is looking for a KinetixAnimationInterface that will notify the AnimBlueprint that the user is trying to play an emote.

The KinetixAnimationInterface also add a function to let know the AnimSequenceSampler if your currently playing an animation. That function created automatically when the interface is added to your AnimBlueprint is:

Register your player as the local player

This circuit will allow your character to be registered:

You may have to adjust the lower part in order to pass the correct SkeletalMeshComponent. You can for example use a variable or the node GetComponent.

We consider this example to occur in a UActorComponent.

UWorld* World = GetWorld();

UKinetixCoreSubsystem* KinetixCore =
	World->GetGameInstance()->GetSubsystem<UKinetixCoreSubsystem>();

USkeletalMeshComponent* SkeletalMeshComp = GetOwner()->GetComponentByClass<USkeletalMeshComponent>();

KinetixCore->KinetixAnimation->RegisterLocalPlayerAnimInstance(
	SkeletalMeshComp->GetAnimInstance());

ðŸĪĐ
ðŸ•đïļ
ðŸĶ‹
💃
IK Rig Retargeting
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