UnityEQLabs Create: Modeling & Animation
Retarget Batch Studio
Purpose
Section titled “Purpose”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
AnimatorOverrideControllerassets. - 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.
Menu path
Section titled “Menu path”Tools/EQLabs/Creation/Animation/Retarget Batch Studio
How to use
Section titled “How to use”- Open Retarget Batch Studio from the Animation menu and assign the base AnimatorController whose clip slots you want to override.
- Add the source clip library that should feed the retarget batch, then add the target Animator components that should receive generated override controllers.
- Adjust the minimum match score until the clip-name matching is strict enough for your library.
- Review the compatibility preview to confirm whether each target is humanoid-ready, generic-only, or missing an Avatar.
- Build the retarget batch to create override-controller assets for each target animator.
- Review the readiness state, unmatched controller slots, and runtime expectations before using the generated controllers in production.
Report an issue with this tool
Opens our feedback form in a new tab with the tool name pre-filled.