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UnityEQLabs Create: Modeling & Animation

Retarget Batch Studio

Builds animator override controllers from a shared clip library and assigns them to target animators in batch, reducing the repetitive setup cost around retarget-ready controller families.

Important scope note:

  • This tool creates AnimatorOverrideController assets.
  • It does not remap bones, solve T-pose or A-pose offsets, convert generic rigs, or validate exact hierarchy compatibility.
  • For humanoid targets, Unity handles runtime retargeting only when the target Avatar and source clips are already compatible.
  • Tools/EQLabs/Creation/Animation/Retarget Batch Studio
  1. Open Retarget Batch Studio from the Animation menu and assign the base AnimatorController whose clip slots you want to override.
  2. Add the source clip library that should feed the retarget batch, then add the target Animator components that should receive generated override controllers.
  3. Adjust the minimum match score until the clip-name matching is strict enough for your library.
  4. Review the compatibility preview to confirm whether each target is humanoid-ready, generic-only, or missing an Avatar.
  5. Build the retarget batch to create override-controller assets for each target animator.
  6. Review the readiness state, unmatched controller slots, and runtime expectations before using the generated controllers in production.
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