Skip to content

Skeleton Inspector & Rig Shortcuts

Module: Animation · Category: Rigging · Tool ID: AutoRigRetargetWizard

A three-tab toolkit for working with skeletons and rigging assets. Skeleton Analysis loads any Skeleton, detects its naming convention (UE4 Mannequin / MetaHuman / Mixamo / Daz / Custom), and tags the role of each bone. Rig Shortcuts opens UE’s native factory dialogs for Control Rig BP, IK Rig Definition, and IK Retargeter, plus generates a Levenshtein-based bone-mapping reference you can copy into the IK Retargeter editor manually. Batch Skeleton Reassign duplicates animations and reassigns them to a new skeleton via ReplaceSkeleton() — for identical-hierarchy skeletons only (e.g., UE4 → UE5 Mannequin rebind). For different skeletons, use UE’s IK Retargeter.

Screenshot 01 — Hero shot — Tool open on Skeleton Analysis tab with a Mannequin loaded, detected convention "UE4 Mannequin", bone tree populated with role tags.

⚠️ V1 scope clarification: The tool ID AutoRigRetargetWizard is preserved for Hub registration history. The display name is “Skeleton Inspector & Rig Shortcuts” and reflects what V1 actually does. Programmatic IK Rig population, IK Retargeter mapping configuration, real IK retarget batches, and Control Rig graph generation are planned for V2 — see “When not to use it” below.


  • Onboarding to a project — quickly identifying which naming convention a skeleton uses (UE4 / MetaHuman / Mixamo / Daz / Custom)
  • Setting up a new IK Retargeter — generate the auto-mapped bone reference, copy into UE’s editor
  • Performing a UE4 → UE5 Mannequin rebind (or any same-hierarchy skeleton swap) — Tab 3’s batch reassign is purpose-built for this
  • Quickly opening the Control Rig BP / IK Rig / IK Retargeter factory dialogs without hunting through Content Browser menus
  • Don’t expect programmatic IK Retargeter setup — V1 generates a reference for manual entry; populating retarget chains via UIKRigController and configuring mappings via UIKRetargetController is V2
  • Don’t use Tab 3 for cross-skeleton retargetingReplaceSkeleton only works when the bone hierarchies match exactly. For different skeletons, use UE’s IK Retargeter
  • Don’t expect Control Rig graph generation — V1 opens the factory dialog; building rig graphs via URigHierarchyController is V2

  1. Open the EQLabs Hub and search for Skeleton or Rig (or browse to Animation → Rigging)
  2. Click the tool card
  3. Use the tab bar to pick Skeleton Analysis, Rig Shortcuts, or Batch Skeleton Reassign

Load any Skeleton, detect convention, walk the bone tree.

SectionWhat it does
Skeleton pickerDrop a Skeleton asset
Analyze Skeleton buttonWalks the bones and tags each with a role
Analysis Results blockDetected convention, bone count, root bone name
Bone tree listPer-bone row: bone name, depth, detected role (Root / Spine / Head / LeftHand / RightFoot / etc.)
ConventionDetection signal
UE4 MannequinBone names like pelvis, spine_01, clavicle_l, thigh_l, foot_l
MetaHumanMetaHuman-specific bone names
Mixamomixamorig: prefix
DazDaz-specific naming
CustomDoesn’t match any of the above

Screenshot 02 — Skeleton Analysis tab — Mannequin loaded, bone tree populated with role tags visible (Root / Spine / LeftHand / RightFoot etc.).


Open UE’s factory dialogs and generate a bone-mapping reference.

SectionWhat it does
Source Skeleton pickerThe skeleton you’re retargeting from
Target Skeleton pickerThe skeleton you’re retargeting to
Auto-mapped bone pairs listLevenshtein-based bone name matching, source → target
Build Control Rig buttonOpens UE’s Control Rig Blueprint factory dialog
Create IK Rig buttonOpens UE’s IK Rig Definition factory dialog
Create IK Retargeter buttonOpens UE’s IK Retargeter factory dialog

For each bone on the source skeleton, computes Levenshtein distance against every target skeleton bone. Best match becomes the suggested mapping. This is a reference only — V1 cannot programmatically configure the IK Retargeter editor’s chains, so you copy the mappings into the editor by hand.

  1. Drop source and target skeletons into the pickers
  2. The mapping list auto-populates (read-only reference)
  3. Click Create IK Retargeter — UE’s factory dialog opens with sensible defaults
  4. In the IK Retargeter editor, manually enter the mapping pairs the tool surfaced

Duplicate AnimSequences and reassign them to a new skeleton.

⚠️ Identical-hierarchy skeletons only. This is ReplaceSkeleton(), not IK retargeting. Safe for UE4 ↔ UE5 Mannequin and similar bone-by-bone identical rebinds. For different skeletons, use UE’s IK Retargeter.

FieldWhat it doesDefault
Source Skeleton pickerSkeleton the source animations are bound to(empty)
Target Skeleton pickerSkeleton to rebind to(empty)
Batch Source FolderFolder of AnimSequences to process/Game
Batch Output FolderWhere reassigned copies are written/Game/Reassigned
Scan Animations buttonWalks the source folder, populates the list
Reassign All buttonDuplicates each anim and calls ReplaceSkeleton() on the copy
Batch listPer-clip row: asset name, frames, duration
Summary blockCount and stats of the planned operation
  1. Drop source + target skeletons into the pickers
  2. Set the source folder (and output folder if different from default)
  3. Click Scan Animations
  4. Review the list — confirm the count matches expectations
  5. Click Reassign All

FieldDefault
Skeleton path(empty)
FieldDefault
Source / Target Skeleton paths(empty)
FieldDefault
Batch Source Folder/Game
Batch Output Folder/Game/Reassigned

Settings are persisted to [Project]/Saved/EQLabs/Settings/AutoRigRetargetWizard.json.


  • Skeleton Analysis — read-only display
  • Rig Shortcuts — opens UE’s factory dialogs; new assets are created via the dialog (not programmatically by this tool)
  • Batch Reassign — duplicates AnimSequences and writes them to the output folder; ReplaceSkeleton() is called on each copy
  • No source asset edits — Tab 3 always operates on duplicates; originals are untouched

  • Tab 3’s ReplaceSkeleton is the right choice for UE4 → UE5 rebinds — the bone hierarchies match exactly, so a programmatic rebind is safe and fast
  • For different skeletons (e.g., UE4 Mannequin → MetaHuman), use UE’s IK Retargeter instead — the bone hierarchies don’t match, and a ReplaceSkeleton would corrupt the animation
  • The bone-mapping reference uses Levenshtein distance — fine for similar conventions, less reliable when source and target use different naming styles entirely. Treat as a starting point, not a finished mapping
  • The detected convention is a heuristic — if the tool says “Custom” but you know the skeleton is a modified Mannequin, that’s just because some bones were renamed. Doesn’t break anything; the role tags still work
  • V2 will replace this with real programmatic retargeting — until then, the manual-mapping workflow is the supported path


Report an issue with this tool

Opens our feedback form in a new tab with the tool name pre-filled.