Title Runtime Retargeting & EA ANT Support

1.0.4
3 September 2026
26 changes in this update

Added

8 changes
  • Added a new runtime pose retargeting API for retargeting live humanoid poses without creating animation clips or writing files.

  • Added an allocation-free retargeting path designed for continuously evaluated pose streams such as mocap, procedural animation, VR, and other real-time animation systems.

  • Added automatic target humanoid mapping support when creating runtime retargeters.

  • Added a public source resolution API, allowing integrations to use the same rig detection, mapping, diagnostics, and bind-pose preparation used by normal animation conversion.

  • Added .cba files to the Humanoid Retargeter editor, file picker, and Asset Browser retargeting menu.

  • Added editor support for selecting the joint-table JSON required by EA ANT animation packages.

  • Added support for EA ANT joint-table JSON files stored either as a direct joint array or inside an extractor metadata object.

  • Added editor-facing support for EA Fight Night boxer rigs and their associated ANT animation workflow.

Improved

7 changes
  • Improved support for integrations that need fully prepared source animation data in memory instead of immediately exporting DMX animation files.

  • Improved runtime retargeting performance by reusing mapping data, solve plans, and temporary buffers between poses.

  • Improved runtime error handling with safe TryRetarget-style APIs and clearer diagnostics for invalid pose data or incompatible skeletons.

  • Improved .cba workflow integration so ANT animations can use companion skeleton/joint-table files similarly to RenderWare animation sources.

  • Improved Fight Night rig detection and mapping validation.

  • Improved handling of Fight Night helper, glove, IK, and control bones so they do not interfere with anatomical humanoid mapping.

  • Expanded automated test coverage for Fight Night skeleton detection and role mapping.

Fixed

3 changes
  • Fixed Z-up FBX preview orientation being incorrectly rotated when previewing certain FBX targets, including Unreal-style exports.

  • Fixed source-space conversion so Z-up FBX targets are no longer rotated a second time during preview preparation.

  • Fixed compatibility with ANT skeleton extractor JSON files that wrap their joint list inside a metadata object.

Known Issues

8 changes
  • Humanoid bipeds are currently supported; quadrupeds and tails are not.

  • Facial and morph-target animation is not transferred.

  • External .bin files referenced by glTF are not supported; use an embedded .glb instead.

  • FBX 6.x files are unsupported and must be re-exported as FBX 7.x.

  • The experimental deep-learning solver does not retarget fingers and remains weaker on hand motion than the geometric retargeting path.

  • EA ANT .cba files contain joint indices rather than bone names, so a matching ordered joint-table JSON is required.

  • Custom model support is still lacking.

  • Preview is buggy at the moment will fix.