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Import into Unreal Engine

So, you’ve captured a take with Mimem.AI and you’re eager to see it running in Unreal Engine. Fantastic! Below is the most straightforward path: export an Unreal-ready FBX from mimem, import it into UE, and retarget it to Manny (or Quinn) in a few clicks.
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Works on UE 5.3+. No special plugins or Blueprint setup needed

1. Export from Mimem.AI

  1. Go to mimem.ai and process your motion. Check
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    Getting Started
    guide.
      • Make sure to enable “Insert t-pose at keyframe 0” in the “review” step before processing the animation
  1. Click Download → choose Unreal Engine.
      • This FBX uses an Unreal-compatible skeleton, which makes retargeting simple.

2. Import the FBX into Unreal

  1. Open your UE project (the Third Person template is perfect).
  1. In the Content Browser, pick or create a folder for your clip (e.g., Content/Animations/Mimem/).
  1. Drag-and-drop the FBX into the Content Browser.
  1. In FBX Import Options, set:
      • Import Skeletal Mesh: On
      • Import Animations: On
      • Import Materials/Textures: Off (we’ll retarget to another character)
  1. Click Import.
You should now see: a Skeletal Mesh, a Skeleton, a Physics Asset, and an Animation Sequence. Double-click the Animation Sequence to preview the motion on the Mimem character.
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3. Retarget to Manny or Quinn (Auto Retarget)

  1. In the Content Browser, right-click your Animation SequenceRetarget Animations.
  1. In the Retarget window:
      • Source Skeletal Mesh: already set (the Mimem skeleton from import).
      • Target Skeletal Mesh: search for and select SKM_Manny (or SKM_Quinn).
      • Auto Generate Retarget: On (leave enabled).
  1. In the list, select your animation and click Export Animations.
  1. When prompted to rename, add a suffix like _Manny (example: Run_Manny) and confirm.
Result: A new Animation Sequence appears—your motion on Manny/Quinn.
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4. Advanced: finer control with a Retargeter (RTG) asset

If hands/feet need tighter contacts on a different body shape, use a Retargeter for more control:
  1. Right-click the original (source) Animation Sequence → Retarget Animations.
  1. Click Export Retarget Assets (instead of Export Animations). UE creates an RTG asset.
  1. Open the RTG. In the Asset Browser, double-click your animation to preview source vs. Manny side-by-side.
  1. In the RTG toolbar/settings:
      • Enable IK for feet and hands chains.
      • Increase Blend To Source on those chains until contacts look right.
  1. Click Export Selected Animations in the Asset Browser to generate the tuned versions.
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Troubleshooting

  • Can’t find Manny? Use a Third Person template, or search SKM_Manny in the Content Browser.
  • Export button is greyed out in the retarget window: set Target Skeletal Mesh to SKM_Manny/SKM_Quinn, then try again.

You’re done 🎉

That’s all it takes to see your Mimem.AI performance running on Manny/Quinn. From here, you can drop the retargeted clip into Sequencer, or plug it into an Animation Blueprint for gameplay. Happy animating!

Take your first step toward flawless motion capture today—set up your cameras, start recording, and let Mimem.AI do the heavy lifting. If you have any further questions or need additional support, feel free to contact our team. Happy capturing!