This MasterClass will outline a method of transferring character animations between any source data and a given animation rig using a binder template file. This method was originally designed to enable Motion Capture data to be mapped to our in-house rigging systems while allowing for easy manipulation, but quickly evolved into a retargeting system in its own right.
In the most basic form it allows for MoCap fbx files to be dropped directly onto your animation rigs. However, expanding the technique allows you to transfer animations between characters even when their skeletal structures and proportions are completely different.
Because it relies on a Binder File and isn't code based, it gives you the flexibility to manage any skeleton structure, allowing you to add custom bind nodes between any character specific joint and its relative Rig Controller. Finally because the bind is a preset file, it makes it very easy to bulk process animations, casting CharacterA's animation library straight to CharacterB.