Retargeting Poses/Animations
How to retarget vanilla poses and animations from one rig to another and how to port external animations by retargeting them to cyberpunk's armatures ๐บ
โถ Summary
Created & Published: April 2023 by PinkyJulien (original link) Last Documented Update: March 2025 by PinkyJulien
In this tutorial, Iโll show you how to Retarget an animation Retargeting is also useful for Static poses packs to avoid shrinked shoulders when using WA anims on MA characters for example!
โธ Wait, this is not what I want!
To learn about making animations and pose packs, check the Animations category, such as
If you're here looking to retagert your Static Poses Pack, I recommend checking this other Retargeting Tutorial by Halkuonn, which uses a different plugin better suited for static poses
โถ Requirements
Latest version of WolvenKit
Latest version of Blender and Blender CP77 Plugin
General modding and pose making knowledge

โผ Retargeting vanilla animations
1. Installing the retargeting plugin: Rokoko
First, youโll need to grab the Rokoko Plugin from their official website
And install it like any Blender Addon
Edit > Preferences > Add-ons drop down arrow on the top right > Install from Diskโฆ
Upon first opening the Rokoko plugin, youโll need to Create an account
Once signed in, you can return to blender
For the sake of this tutorial, weโll focus on the Retargeting Menu Close up everything else ๐
2. Gathering our files
Now that everythingโs ready for the retargeting, we need to grab our files For the first part of this tutorial, we'll retarget a vanilla animation to another rig
If you donโt have them already, you'll need to grab Angyโs pose templates
As an example, Iโll be retargeting Alexโs dance for MA So Iโll use xBaebsaeโs MaleAverage template
Youโll also need to grab an animation you wish to retarget from wKit
Export the animation and open it in your Blender project
For clarity sake, I renamed the MaleAverage armature to MA
and Alex's animation to ALEX
Before retargeting, we first need to choose which animation weโd like to retarget!
Cyberpunk's .anims
files usually have more than one animation in them
To do that, open the CP77 Modding tab Open the Animation Tools menu and look into the Animsets list
Be sure to select the Source Armature, in my case Alex
and click on the Play Button โถ of any animation you want to retarget
You should see the Source Armature move to the chosen anim
Press space or the Pause Button โธ on the timeline to stop the anim We can now get into the retargeting process!
3. Retargeting
Select your Target Armature, in my case MA
Open the Rokoko Plugoin tab and focus on the Retargeting menu
Put the Source Armature (in my case Alex
) in the Source
field
and your Target Armature (in my case MA
) in the Target
field
Then press Build Bone List
Since weโre retargeting a vanilla animation to another rig, the armatures share the same bones names, making this step really easy - However, I still recommend reading through the list and verifying that everything does match! If a bone happens to be listed multiple time, the plugin will let you know
In the example above, we can see that the LeftUpLeg
and RightUpLeft
bones doesnโt automatically match; to fix that, simply click on the miss-matching bones names and select the correct matching one
I recommend leaving the Root
, Trajectory
and Reference_Joint
bone fields empty regardless of the type of animation youโre retargeting, but especially if you're porting an external animation
We then need to check Auto Scale
and make sure to use the Rest Pose
Once you verified the bone list and checked everything, you can press Retarget Animation
Your Template model should automatically get into a pose Press space or the start button โถ on the timeline to see the animation!
If the previewed animation isn't complete or you wish to see it loop correctly, you'll need to change the timeline's length by putting the exact number of frames for this specific animation
If you're happy with the retargeting, you can follow the regular Pose Making worflow
Switch to the Nonlinear Animation menu
Close the Source Armature list to only see your Target Armatureโs animations list
Double click on the name to rename the animation
And bake your animation by pressing the push down action
button
The animation is now saved into your Target Armature!
4. Exporting our retargeted animation
Before exporting our animation, we need to clean up our blender project
Go back to the CP77 Modding plugin's Animsets list And delete โ every other animations to keep only your retarget
Itโs now ready to export back to WolvenKit!
We still need a container file to export our new animation into
For Male Average MA
poses, I recommend using the following file:
generic_male_average__stand__2h_on_sides__02.anims
It has a single animation, making it easy to clean up into a blank state
Add it to your wKit project and open it
Right click on animationDataChunks
and select Delete all items in Array
Do the same on animations
Verify that the rig matches your Target Armature rig
Save the file and export it using wkit export tool
Go back to Blender
Select your Target Armature and Export the file using Cyberpunk GLB
Make sure to check Animations
and export over the anim file container you just cleaned
In WolvenKit, make sure the Target File Format is set to Anims
and check Use existing file
If everything went well, you should read in the log;
[...] total: 1 animations (...1 newโฆ)
Your animation is almost ready to test
Open the file and navigate into your animation animBuffer
data
There, find the numTracks
entry and put it at 0
In my own experience, this fix multiple issues like animations flickering and twitching when frozen

Your animation is now ready to test! Plop it in game by either making a quick replacer or an AMM Poses Pack
As of March 2025, Photomode isn't compatible with animated poses
โผ Retargeting external animation
Retarget animations form other games requires a bit more work and preparation
For this example, Iโll be using one of Fortnite animation
First, we'll need to change our template's armature Rest Position
For a proper retarget, both source and target armatures should have similar Rest Poses This is really important if you want the animation to look somewhat identical to its original source and avoid weird deformations!
Select your imported Source Armature and change itโs pose to Rest Position
Then, select your CP77 Target Armature and make sure it's currently set to Pose Position
With your Target Armature still selected, switch to Pose Mode
and change the Transform Orientations to Local
for an easier workflow
Our goal here is to move our CP77 Target Armature to best match the Source Armature pose
The poses doesnโt need to perfectly match and be layed on top of one another (they shouldn't, especially if the models donโt have the same heights)
Just make sure that the bones are angled and rotated in a similar way
Iโm making it rough for this tutorial, but the closer youโll match the Source pose, the better the retarget will be! Be precise if you wish to ๐
Once your pose is done, select your whole armature (CTRL+A)
Then go into
Pose > Apply > Apply Pose as Rest Pose
The CP77 Target Armatureโs Rest Pose should now match your Source Armature's Rest Pose
You can now follow the same Retargeting steps as before!
Make sure to also pay extra attention to the Bone List Since the armatures are different, you will need to manual input bones names
If the heights of the models differ a lot, check which bones match each area of the body
For example, the Fortnite armature has 5 Spine Bones, while the CP77 Armature only has 4
But the area doesn't match; I canโt simply input Spine1
into spine_01
By comparing each skeletons and bones placement, I've noticed Spine1
fits the spine_03
placement
Once thatโs done, hit the Retarget Animation button and enjoy your shitpost โจ
โผ Fix misaligned limbs and bones
When retargeting an external animation, you might notice misaligned limbs
This can be frustrating, but thankfully we can easily fix this! No need to re-do the entire animation keys by keys, bones by bones โ
Head over the Graph Editor tab
In pose mode, select the bone youโd want to fix
With the Move Tool active, move the different โwavesโ on the graph; each waves correspond to this boneโs quaternion rotations
For a better control, I recommend locking all of the waves and only unlocking the one youโre currently fixing/moving - allows you to be more precise
Be careful not to move the selected wave forward or backward in the timeline as this will un-sync the selected bone's keyframes from the rest of the animation!
You can select any other bone at any point and go back-and-forth fixing what needs fixing Thereโs no need to โapplyโ or insert new keyframes for the change to take effect on your animation
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