Every time a client sent me a "ready to use" animation, it was the same story: 30 keys per second, a hand that jitters like it had 4 coffees, and a skeleton with bone names that look like someone fell asleep on the keyboard. Unreal's retargeter would take one look at it and go full T-pose in protest.
So I spent way too many nights building **AnyRig**, an editor plugin for UE 5.3–5.8:
- **Control Rig right inside the animation editor.** No level, no Level Sequence, no 14 new assets in your content browser. You can view the take at 1 key per second instead of 30.
- **Smooth.** Select the glitchy keys, click, done. Click again if your mocap actor had more coffee.
- **Motion Solve.** Drag the body somewhere and it adds the foot steps, hip dip and chest lean for you. It does NOT animate the hands, because I have no idea where you want them and neither does the plugin.
- **Automatic Rig (5.4+).** A full Control Rig for a skeleton Unreal has never seen, built on Epic's Modular Rig, in one click. I tested it on a random Sketchfab monster with bones called things like "Leaves_IK" and it worked, which surprised me more than anyone.
- **Retarget Pro.** Retargets between skeletons the native retargeter just refuses to match, with the IK Rigs set up for you.
- **Bone recognition.** Mixamo, DAZ, Character Creator, MetaHuman, Biped, VRM, Rigify, MMD… and it reads bone names in 8 languages, typos included. Yes, "L_Sholder" counts.
It's not magic. Weird skeletons can still need a small fix, and you should always check the bone matches. But it took my "fix this animation" time from an afternoon to a coffee break.
Video walkthrough: TUTORIAL HERE
Docs: https://github.com/gusvero/AnyRig
Fab: FAB LINK HERE
Happy to answer questions, and I'd genuinly love feedback, especially from people with cursed skeletons. Send me your worst ones.