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Changelog

1.24​

  • New: Add Motion Matching Curves. One pass writes the float curves a pose search setup reads - enable_warping, movedata_speed and a gait phase - plus the contact_l / contact_r foot contact curves. Speed is measured per frame from the root, or from the pelvis when the root is parked, so in-place takes still carry their true speed; or it is written as one constant value you enter. Warping is written as 1 or 0 either way, so every take states its answer. All the curve names are settings
  • Batches now fit every take, not just the first one. Graft Bones took its target window from the first selected take, so each longer take was grafted only as far as that one ran and kept its own motion after it. Speed Ramp keys were typed in the first take's frames too, and landed past the end of shorter takes. Both gain an option - Whole Clip Per Take and Scale To Each Take - on by default whenever more than one take is selected
  • Bone names are preferences, not constraints. The foot bones now default to foot_l / foot_r instead of empty, and a configured bone the skeleton lacks falls back to auto-detection rather than failing. That includes the pelvis, whose pelvis default used to stop every Mixamo take with "Pelvis bone 'pelvis' not found". Existing installs have the foot names filled in once; clear them again and they stay cleared
  • Fixed: Ground Offset did nothing in whole-take ground snap. Only per-contact snapping read it, so a whole-take snap always landed on the reference floor and no offset moved it

1.23​

  • Runs on 5.6 and 5.7, not just 5.8. One build, three engine versions - the Fab listing now offers all three, and the same source compiles on each. Nothing is compiled out on the older two: every tool, including Retarget Takes, is the full version
  • Fixed: Retarget Takes did not build at all on 5.6 and 5.7. The batch retarget entry point changed shape in 5.8, and the older call could not express a destination folder - retargeted takes would have landed in /Game rather than beside their sources. Those versions now drive the batch operation directly, so Save To and the "beside the source" default behave identically on all three
  • Fixed: a crash when retargeting on 5.6 and 5.7. Baking the IK bones - the last step of a retarget - closed an undo bracket it had opened without one. 5.8 tolerates the mismatch; earlier engines assert and take the editor down with them. The same latent fault in the foot contact curves is fixed in the same pass, along with the stray undo entries it left behind
  • Root motion now says when it ignored vertical travel. A climb or a ladder converted with Transfer Vertical off keeps its X and Y but stays at one height, which reads as the tool being broken rather than configured
    • no follow bone changes it, because the height is dropped after the bone is sampled. The completion notification now reports how much vertical motion was dropped and names the setting that keeps it

1.22​

  • New: Sync IK Bones. Bakes ik_foot_l / ik_foot_r and the ik_hand_* bones so they follow the real feet and hands. A take retargeted from a rig that has no IK bones - Mixamo, and most mocap - leaves the target's parked at the reference pose, and the clip still previews perfectly because no IK runs in the asset editor. In game, Foot Placement and Leg IK then solve toward a bone pinned near the origin: tiny steps, no lift, skating feet. Measured on the UEFN mannequin, Epic's own run loop travels 964cm on ik_foot_l where the same clip retargeted from Mixamo travels 0.0cm. Available on its own, in the batch context menu, and as the last step of a retarget - after Foot Lock, so the IK bones follow the feet where the lock left them
  • New: foot contact curves for motion matching. The same detection as the sync markers, written as a value at every frame rather than an event at one instant - contact_l / contact_r, matching Epic's Game Animation Sample. Markers are what sync groups need; a pose search asks "is this foot down now", which an event cannot answer. Off by default
  • Sync marker names are configurable. Sync groups and distance matching pair markers up by name, so foot_l / foot_r being fixed meant the markers only worked for projects that had settled on those names
  • New: a TakeForge menu on the main menu bar - Settings, Documentation, and an About window with the installed version. Every other entry point needed an animation asset selected first
  • Fixed: retargeted fingers fanning open. Chains are now mapped by exact name rather than fuzzy match. Auto-characterization renames every chain into one standard vocabulary, so a rig with metacarpals (UE5, UEFN) gets LeftIndexMetacarpal chains that a rig without them (Mixamo) does not - and the fuzzy match paired whole fingers onto those metacarpals
  • The MainFrame module is now declared explicitly rather than resolving through a transitive include path that only happens to exist on 5.8

1.21​

  • Packaging metadata for Fab technical review: the plugin now declares the engine version it is built for, the platforms each module compiles for, and states its IK Rig requirement explicitly
  • Copyright notices carry the year

No functional changes.

1.20​

  • Improvements to code structure and some internal refactoring

No behaviour changes: every tool works as it did in 1.19, and the scripting API is unchanged.

1.19​

  • Retarget: Automatic mode, and it is now the default. Pick a target skeleton and press Apply - TakeForge works out the mechanism from the rigs. Rigs that share bone names take the direct name-based path; rigs that share almost none get an IK Retargeter generated for them, so a Mixamo take retargets onto a UE5 mannequin without you authoring an asset first. This is what Unreal's own retarget window does: despite appearances it is not the UE4 name-based dialog, and bone names never enter into it
  • Fixed: a retarget could produce a clip frozen on its first pose. From 5.6 Unreal drives retargeting through an op stack, and a retargeter built from nothing has an empty one - so the operation reported success, landed on the right skeleton with the right length and track count, and animated nothing. The generated retargeter now carries the full stack
  • Retarget works headlessly. The name-based path needs Slate and is still refused in a commandlet, but Automatic falls back to the generated retargeter when there is no editor UI, so -run=pythonscript batches work without picking a mode
  • Scripting - retarget_takes with a skeleton and no retargeter is now Automatic rather than name-based
Your retarget mode resets once

The mode setting previously numbered only two mechanisms, so an existing choice would have come back as the wrong one. Everyone starts on Automatic instead, which covers both of the old cases.

1.18​

  • The plugin has its own icon in the Unreal chrome - the Animation Editor toolbar button, the docked panel tab, the standalone panel tab, and the Content Browser context menu, instead of borrowing the engine's AnimSequence icon
  • Fixed: "unrecognized tab" when opening a Montage. Persona shares one layout across all its editors, so a TakeForge tab docked while editing a sequence was restored in montage, blendspace and skeleton editors - where it had never been registered. It now registers everywhere, and falls back to your Content Browser selection when the editor has no sequence to act on

TakeForge went on sale at 1.18. Releases before that were internal, and their notes are not carried here - if you are on a version older than 1.18, the current release includes everything from them.