retarget is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Apply animation clips from one rigged character to another: one clip library, many models.
When your agent uses it
- Applying existing animation clips from one rigged character to a different rigged character — sharing one animation library across models
- The same clips must play on several differently proportioned rigs without regenerating them
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
There is no retarget MCP tool. Read this before promising one.
Summer ships nosummer_retarget_motion tool, and no other MCP tool that
re-projects an existing animation asset onto a second rig. Verify it yourself:
summer tool --list prints every registered tool and there is no retarget entry. Never call one: the MCP server rejects
unknown tool names outright.
Two real paths exist. Pick by whether the target rig is Meshy-rigged.
The rest of this skill covers both.
When to use this skill
- “I bought (or generated) one animation library — apply all clips to my five enemies.”
- “Goblin and orc have the same combat moves — share the library.”
- “I have 30 NPCs with the same idle / walk / talk loop.”
- The user generated motion on character A and now needs it on character B.
When NOT to use this skill
- The user wants ONE new clip on ONE character — just call
generate-motion. - The user wants to retime, edit, or layer the animation — that’s
animation-treeand theprocedural-animationadditive layers. - Target is a quadruped or non-humanoid (wings-only, mech, blob). The curated Meshy
library is humanoid-only and
SkeletonProfileHumanoidis a humanoid profile. Hand-author instead.
Path A — regenerate on the target rig (Meshy-rigged targets)
This is the path for the common case: several characters that all came out ofassets.generate_3d({ ..., rig: true }).
1. Find the source clip names
idle, walk, run, …), not the asset IDs — the IDs
belong to the source rig and cannot be transplanted.
2. Find the target rig
assetId is its rigAssetId. Search results do not say whether
a model is rigged: run step 4’s call with dryRun: true, which refuses a model that
is not rigged (invalid_input on rigAssetId). Then the model was never rigged —
stop and propose assets.generate_3d({ kind: "image-to-3d", imageUrl: "...", rig: true })
first, or route to asset-strategy.
3. Confirm with user before spending
Regeneration is a real generation per clip per character, and each one uses credits. Say the total count;dryRun: true on the call below gives the credits for all its clips at once.
I’m about to generate 12 clips (idle, walk, run, attack, …) on orc_rigged.
That is 12 generations, a few minutes total. OK?
4. One generation call for all the clips
motionNames takes up to 12 names in one call. The finished job’s result holds
the new clips’ asset ids; when the target already has every clip, the answer is
done at once with reused and nothing is charged. Save the IDs as a map { name: animationAssetId } for the target.
5. Attach to the target’s AnimationPlayer
summer_set_resource_property requires the target scene path — it is not optional.
summer_save_scene(scenePath: "res://main.tscn") once at the end, not per clip.
Path B — in-engine retargeting (non-Meshy rigs, bought or hand-authored clips)
The current Summer Engine build ships a retargeting stack that the MCP layer does not wrap. Verified instantiable on the shipped binary:BoneMap, SkeletonProfileHumanoid
(56 bones), RetargetModifier3D.
The shape:
- Create a
BoneMapresource per rig, withprofileset to aSkeletonProfileHumanoid. Map each profile bone name to that rig’s actual bone name. Save as.tres— one per distinct skeleton, reused forever. - On import, set the source
.glb’s import options to use the source rig’sBoneMapso its animation tracks are expressed against the humanoid profile. - On the target character, add a
RetargetModifier3Dunder theSkeleton3Dand set itsprofileto the sameSkeletonProfileHumanoid. It re-projects the profile-space pose onto the target’s bones each frame.
Confirmation gates
- Before any generation call: show the full clip list and the number of generations.
- After the first clip: preview the result. If it looks wrong, stop the loop and re-evaluate (proportions, T-pose, missing bones).
- Before saving the scene: confirm the AnimationPlayer additions you’re about to write.
Reference card
Decision rule
The real decision is generating per character versus spending the time on aBoneMap.
Note the case that makes most of this moot: NPCs that share one rig share one
animation library already. If the user’s 30 enemies are 30 instances of the
same rigged
.glb, nothing needs retargeting — instance the scene.
Pitfalls
- Assuming a retarget tool exists. It does not. Check the tool list before promising a capability; a hallucinated tool name fails the call outright.
- Reusing the source
animationAssetIdon the target. Animation assets are bound to the rig they were generated against. Generate against the target’s ownrigAssetId(Path A) or go through aBoneMap(Path B). - Omitting
scenePath.summer_set_resource_property,summer_save_scene,summer_add_node, andsummer_set_propall take a requiredscenePath. - Mixing Meshy and Mixamo libraries on one character without a BoneMap. The bone-naming conventions differ; the AnimationPlayer plays tracks against bones that don’t exist. One rig provider per character, or map both through the humanoid profile.
- Proportion mismatch. A library authored on a 1.8m humanoid on a 2.5m ogre
runs, but you get foot-float and limb-twist. Layer foot IK afterwards — see
procedural-animation.
Quality bar
- Library authored on a 1.8m humanoid → target between 1.5m and 2.2m: production-ready.
- Target 2.2m–3m: expect foot-clipping; layer foot IK.
- Target < 1.5m or cartoon proportions (big head, short limbs): expect limb-pop.
Anti-patterns
- Calling a
summer_retarget_motion/summer_retarget_*tool. None exists. - Passing an asset ID to
summer_inspect_resource. That tool takes ares://path to a resource in the project, not a cloud asset ID. Useassets.get({ assetId: ... })for asset metadata. - Generating motion on each enemy separately when they are instances of the same rig. Instance the scene; the library comes with it.
Edge cases
- Source has facial blendshape tracks. Skeleton retargeting only handles
bones. Facial tracks do not transfer. Hand off to
facial-and-lipsyncto re-author per character. - Target rig is a different Meshy skeleton generation. Symptom: bone-count
mismatch even though both are Meshy. Re-rig the target with a fresh
assets.generate_3d({ kind: "image-to-3d", imageUrl: "...", rig: true })call. - The clip the user wants is not on the curated list. Path A cannot produce it. Either hand-author it, or import a Mixamo clip and take Path B.
Fallback (no MCP)
Path B is the fallback and does not need MCP at all. In Summer Engine: select the source.glb in the FileSystem dock, open the Import tab, create/assign a
BoneMap with a SkeletonProfileHumanoid profile, re-import. On the target
character add a RetargetModifier3D under Skeleton3D with the same profile.
The upstream engine docs cover this under “Retargeting 3D Skeletons”.
Handoff
- After the clips are on the target, the wiring is identical to a freshly-generated
clip — hand off to
character-animation-wiringfor the end-to-end path (inspect the target’s real clip/bone names first — retargeted imports rename things), oranimation-treefor blend-space/overlay graph design. - If the result shows foot-clipping or hand-pen-through-prop issues, hand off to
procedural-animationfor IK correction. - For NPC behavior driving these clips, hand off to
design-npc.
See also
generate-motion— the tool that actually produces clips, and the curated name list.asset-strategy— getting characters rigged in the first place.animation-tree— wire the clips into a state machine.procedural-animation— fix proportional mismatches with foot IK.
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
Related skills
character-animation-wiring: Wire a rigged character end to end: real clips and bones, locomotion states, method tracks, root motion.design-npc: Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub.animation-tree: Wire AnimationTree state machines and blend trees: locomotion blends, attack interrupts, hit reactions.facial-and-lipsync: Make a character’s mouth move with a voice-over: phonemes, viseme blendshapes, facial expressions.generate-motion: Attach a library animation clip (idle, walk, run, attack) to a rigged character via AnimationPlayer.procedural-animation: Runtime bone changes on top of clips: head look-at, foot IK, hand grabs a prop, lean, recoil.asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.
Source:
library/skills/retarget/SKILL.md, rendered from summer-engine@4.3.0 on npm.
