Up to date
This page is up to date for Godot
If you still find outdated information, please open an issue.
Retargeting 3D Skeletons¶
Options for Retargeting¶
When you select the Skeleton3D node in the advanced scene import menu, a menu will appear
on the right-hand side containing the "Retarget" section. The Retarget section has a single
With the Skeleton node selected, first set up a new BoneMap and SkeletonProfile. Godot has a preset called SkeletonProfileHumanoid for humanoid models. This tutorial proceeds with the assumption that you are using SkeletonProfileHumanoid.
If you need a profile for a model such as a beast or creature, you can export a SkeletonProfile from SkeletonEditor with some information converted from Skeleton.
Any missing, duplicate or incorrect parent-child relationship mappings will be indicated by a magenta / red button (depending on the editor setting). It does not block the import process, but it warns that animations may not be shared correctly.
The auto-mapping uses pattern matching for the bone names. So we recommend to use common English names for bones.
After you set up the
bone_map, several options are available in the sections below.
If you import resources as an AnimationLibrary that will be shared, we recommend to enable these options. However, if you import resources as scenes, these should be disabled in some cases. For example, if you import a character with animated accessories, these options may cause the accessories to not animate.
Except Bone Transform¶
Removes any tracks except the bone Transform track from the animations.
Removes Position tracks other than
defined in SkeletonProfile from the animations. In SkeletonProfileHumanoid,
this means that to remove Position tracks other than "Root" and "Hips".
Since Godot 4.0+, animations include Bone Rest in the Transform value. If you disable this option,
the animation may change the body shape unpredictably.
Removes unmapped bone Transform tracks from