CP77 Tutorial Retargeting Animations in Blender
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Published: April 2023 by (original link) Last documented edit: Jan 2025 by
This guide will teach you how to retarget game animations for other armatures. It assumes that you're generally familiar with the process.
To learn about making animations, check the Animations category, such as
You can also check the Retargeting Tutorial by Halkuonn, which uses a different plugin. This is most useful for single frame poses, but won't work for animations!
You need to have a
The guide requires a Blender plugin and a pose template; the steps below will walk you through that.
As of January 2025, the plugin is free, but requires you to have a Rokoko account.
Download the Rokoko Plugin from its official website
Create an account This is completely free and you can sign in via your Google account
Once signed in, you can return to blender
For the sake of this tutorial, we’ll focus on the Retargeting tab
Close up everything else 👀
This tutorial will retarget Alex's dance to the MaleAverage rig. If you retarget something else, download the necessary files.
Download the desired template and open it in Blender.
Add the .anims file that you want to your Wolvenkit project. This guide will use alex's dance:
ep1\animations\quest\main_quests\q304\q304_04e_alex_heart_to_heart\body\q304_04e_alex_heart_to_heart__alex.anims
For the sake of this tutorial, I renamed the MaleAverage armature to MA
and Alex' animation to ALEX
Select the source armature (Alex
)
Open the CP77 Modding
tool
Open the Animation Tools
menu
The Animsets
list will be populated with all animations available for the current armature
Click the Play button of any animation that you want to retarget
You should see the armature bones move to the chosen anim (the model will not move):
Press space or the pause button ⏸ on the timeline to stop the anim
Select your Target Armature, in my case MA
Open the Rokoko
tab
focus on the Retargeting menu
Source
: The source armature (Alex
)
Target
: The target armature (MA
)
Press Build Bone List
Since we’re retargeting a CP77 anim to another rig, the bones share the same names between the armatures, making this step really easy - However I still recommend reading through the list and verifying that everything does match!
I recommend leaving the Root, Trajectory and Reference_Joint empty regardless of the type of animation you’re retargeting
For example, we can see that the LeftUpLeg and RightUpLeft doesn’t automatically match; to fix that, simply click on the miss-matching bones names and select the right ones
Check the Auto Scale
box
Make sure that Use Pose:
has the Rest
pose selected
Press Retarget Animation
Your Template model should automatically get into a pose
press space or the start button ▶ on the timeline to see the animation!
You might see some deformation or bones breaking; that’s ok! It won’t happen in game (don’t ask me how, it’s Engine Magic ✨)
This will make it easier to keep track of your animation in Wolvenkit:
If your animation loops or is cut off in the middle, change your timeline frame zone with the exact amount of frame in the animation
We still need a container (.anims
file) to import into.
For male average anims, I recommend using this file:
since it has a single animation and is easy to clean.
TODO: Port the second half of https://docs.google.com/document/d/1nHPQvkK6ijwb8iQ8y1X8CBG-wnNUCTYCjrdUCGMenW4/edit?tab=t.0 (the importer shat itself, so it's a carbon copy anyway)
Install it like any Blender AddOn (for a step-by-step guide, follow the instructions under Installing the Wolvenkit Blender Plugin ->
You need to download Angy's pose templates. You can find the most recent link under Easy IK based Posing ->
Export the animation (see WKit Blender Plugin: Import/Export -> )
From there, follow the regular Pose Making workflow (you can find step-by-step instructions under Poses/Animations: make your own -> )