Retarget hand and arm animations onto custom FPS rigs in s&box.
* Automatic rig detection and bone mapping
* Profiles for Citizen, Facepunch Human, ActorCore, Mixamo, Unreal, and more
* First person and third person animation previews
* Weapon grip preservation and elbow IK
* Existing weapon AnimGraph support through generated weapon prefabs
* Automatic AnimGraph setup for sources without a graph
* FBX and VMDL animation sources
Add the library to your s&box project and open the **Humanoid Hand Retargeter** editor dock.
1. Select your target hands or arms.
2. Click **Add Files** and choose your source animations or weapon VMDL.
3. Review any flagged bones in **Hand Mapping**.
4. Preview the animation. Select a weapon model to check the grip.
5. Enable **Auto Configure AnimGraph** if you want weapon graph setup.
6. Choose an output path and click **Convert All**.
Generated weapon prefabs that use an existing AnimGraph still require the original weapon assets. Unrecognized or ambiguous rigs may need manual mapping.
Documentation and source:
here.
FAQ:
Do I need to map bones manually?
Supported rigs are detected automatically. Unrecognized or ambiguous bones may need manual mapping.
What does Auto Configure AnimGraph do?
For weapons with an existing graph, it creates a prefab that uses that graph to animate your custom hands through live
retargeting. Otherwise, it generates a basic graph for the converted animations.
Does it copy the weapon’s graph onto my hands VMDL?
No. The existing graph stays on the weapon. Use the generated prefab for the complete live setup.
Do I need to keep the library and original weapon assets?
Yes, when using live retargeting. Exported baked animations do not need the live retargeting component.
Will every custom rig work automatically?
Bone names, proportions, and finger counts vary. Preview the result and check the grip, wrists, and elbows.
Does the AnimGraph provide shooting and ammo logic?
No. It controls animation. Gameplay code handles shooting, ammo, damage, and other weapon behavior.