WHAT IT DOES
Map one character to the skeleton its destination expects.
Choose a source character FBX, then select UE5 Manny or Quinn, Unity Humanoid, Mixamo, or a custom FBX as its destination. Review the proposed bone matches before converting. For binary FBX, the tool builds the destination names and hierarchy around the source mesh, folds weights from removed bones into retained ancestors, and adds unmatched target bones without skin weights. It keeps the source bind pose, geometry, and morph targets.
Why use it?
Use it to review and rebuild skeleton naming and hierarchy around an existing character mesh when a destination rig expects a different structure. It is not an automatic guarantee of animation compatibility.
How to use this tool
- Load the source character FBX and choose the intended destination skeleton, using a custom FBX when the project requires a specific hierarchy.
- Review automatic matches, provisional suggestions, unmapped bones, and conversion preflight notes. Confirm uncertain correspondences manually.
- Convert, then inspect the reloaded output with its mesh visible and exercise the validation motions or a preview animation. Look closely at hips, shoulders, hands, and dropped helper-bone influences.
- Download only after reviewing the converted result and test it in the destination engine. The source bind pose is retained, target-only bones have no skin weights, and preview animation is not included in the FBX download.
Details and limitations
- The built-in targets contain compact names and hierarchy data, not the Manny, Quinn, or Y Bot character meshes. A custom destination FBX can still be chosen for a project-specific rig.
- An uploaded animation FBX is a preview-only motion source. Its embedded rig is mapped onto the destination viewer, then previewed on the converted mesh. The downloaded FBX does not include that animation.
- FBX files are parsed locally. The source mesh can be shown or hidden over its bones, and the converted pane reloads the exact downloadable FBX so hierarchy, weights, and motion can be checked before export.
- Automatic matching is one-to-one. Exact normalized names are accepted first, common humanoid aliases such as Hips and pelvis or ForeArm and lowerarm are considered next, and weaker filename similarities stay visibly provisional.
- Selecting a mapping row highlights both bones in the two previews. The target picker searches the hierarchy by bone name or full path, and manually choosing a target confirms that correspondence.
- Convert and Download are separate: binary conversion rebuilds and reloads the result locally first, so the mesh can be inspected before the browser saves anything. The target reference pose is not applied to the source mesh.
- When the destination drops source-only twist or helper bones, their influences are folded into the nearest retained ancestor on each skinned mesh. Target-only bones are added without skin weights at positions estimated from the reference skeleton. ASCII FBX currently receives name compatibility conversion only.