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    # Testing BVH and VRM functionality in UE5 ### Getting BVH and VRMs to work in UE5 First, get the awesome plugin by Ruyo at github. https://github.com/ruyo/VRM4U use translate if needed Comes with various shaders to tweak your VRM look, humanoid rig implementation, animation foundations, runtime importing, etc. Runtime functionality after packaging requires source build. ### UE4 Retargeting BVH animation For UE4, just use traditional retarget. https://ruyo.github.io/VRM4U/04_bvh/ ### Setup IK Retargeting BVH animation Retargeting got overhauled with UE5. Can now be used for runtime and animation retargeting. Great resource from metamike on how to set this up. https://hackmd.io/@metamike/VRM-UE5 Just 1 note, when you get here, change the calvicle_r and calvicle_l to the shoulder equivalents or your retargeted animation will have shoulders going inside their chest. ![](https://i.imgur.com/L7rbofk.png) ### Importing BVH Once enabled, import BVH by drag and dropping content browser. Note: github bvh import says scale down to 0.1, but it didn't do anything so ignore that now? After import, IK retarget files are there after import, but haven't tested if they are g2g. ![](https://i.imgur.com/ROPTZPs.jpg) ### Retarget notes When matching up IK retarget file for the 2 skeletons, shoulder seems pushed back, root height was buggy not sure why although roots should be aligned at hip bones. Fingers will need a bit of tweaking to match 100%. ![](https://i.imgur.com/MVcHHaY.png) ### Notes UE5.1 likely will change this workflow again ![](https://i.imgur.com/m2Tdxyy.png) *The retargeted animation after all this had some foot sliding. Seems that this is a bug planned to be fixed in 5.1 Try out existing VRMs and test best material setups to work with PBR workflow

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