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TakeForge

TakeForge is an Unreal Engine 5 editor plugin that turns raw motion-capture takes into production-ready animation assets - in one click, without leaving the editor.

Get TakeForge on Fab

The Animation Editor with the TakeForge panel docked as a sidebar - tools as an icon grid

Markerless and suit-based mocap almost never produces usable root motion: the skeleton's root bone stays pinned at the origin while the pelvis carries all of the character's travel. In UE that means the capsule stands still while the mesh walks away from it. TakeForge fixes this directly on your imported AnimSequence assets - no FBX round-trips through a DCC.

What it does​

ProblemActionResult
Takes live on the wrong skeletonRetarget TakesBatch retarget from your selection - by skeleton or IK Retargeter - settings remembered, output cleaned up in the same pass
Capsule doesn't follow the characterExact / Smoothed Root MotionPelvis travel is transferred to the root bone; the visible pose is untouched
Need in-place clips for blendspacesIn PlaceTravel is removed from the animation; original speed is preserved as curves
Takes are headed for a motion matching databaseAdd Motion Matching Curvesenable_warping, movedata_speed, gait phase and foot contact curves, written in one pass
Takes don't cycleMake LoopableEnd of the clip is blended into the start pose
Where does this idle loop best?Find Best LoopThe window with the best endpoint pose match, trimmed and looped in one click
Feet slide after processingFoot LockFeet pinned during ground contact with a baked two-bone leg IK
Feet float above or sink through the floorFoot Lock → Ground snapPlanted feet put back on the ground, measured against the rig's own rest pose
Actor walked diagonallyAlign Travel DirectionThe whole take is rotated so travel runs along the forward axis
Take starts away from (0,0,0)Start at OriginThe whole take is shifted so the root's first frame sits at the origin
Captured only the left-side variantMirrorBaked left↔right mirrored copy - bones, root motion, and sync markers swap sides
Need it played backwardsReverseBaked backwards take - notifies, curves, and re-anchored travel included
The impact deserves slow motionSpeed RampVariable playback speed baked from (frame, speed) control points
Calibration poses, multi-action recordingsTrim to Range / Split into SegmentsFrame-range editing directly on assets
Blendspace clips need round speedsRetime to SpeedRate Scale set so the clip plays at an exact cm/s
Only the upper body should animate - or one limb needs cleaningIsolate BonesKeep chosen branches animated, or reset exactly those branches
Jittery wrist in an otherwise good takeSmooth BonesGaussian smoothing on chosen branches, whole clip or frame windows
Good body, wrong head / attack / faceGraft BonesAnother take's movement spliced - or layered additively - onto chosen branches
Two takes should play as oneStitch TakesOne take appended after another with a crossfaded, root-motion-continuous transition
"What is this take, actually?"Check TakeTravel, speed, foot plants, loopability report

Every processed clip also gets foot sync markers (heel strikes) and speed/distance curves automatically, so the output drops straight into blendspaces, sync groups, and distance matching.

Where it lives​

  • Content Browser - right-click any selection of Animation Sequences → TakeForge. Batch-friendly.
  • In every Animation Editor - a TakeForge tab in the editor's Window menu (or the toolbar button). Dock it once and it persists in the Persona layout across every animation you open, always acting on that editor's own animation - the header shows the target. Action options open inline in the panel with Apply/Cancel, like a Details pane. Tools show as a compact icon grid by default (hover for details); a toggle beside the search box switches to a full-text list.
  • The standalone panel - Window → TakeForge from the main editor window: the same panel driven by your current Content Browser selection, for batch work across many takes.
  • The API - every action is callable from Python, Blueprint, and editor C++ via TakeForgeLibrary for whole-folder automation and custom tooling.

The panel's detailed list layout - every tool explains itself

Requirements​

  • Unreal Engine 5.6, 5.7 or 5.8 (Mac and Windows) - one build serves all three, with no features compiled out on the older two
  • Any humanoid skeleton - MetaHuman/UE5 names are auto-detected, everything else is configurable

Continue with Installation.