Retarget Handle
Use Retarget Handle when a Handle was made for one Humanoid character and you need a matching Handle for another one.
- Open Game Creator > Handle Editor > Retarget Handle.
- Assign Old Character Model. This is the character the old Handle was made for.
- Assign New Character Model. This is the character that will use the new Handle.
- Assign Old Handle.
- If the Handle has more than one entry, choose the entry you want to inspect from Handle Entry.
- Set up Preview Mode with the exact Model used by the Attach Prop instruction. Use the prefab or scene GameObject, not the FBX file or a child object.
- Assign a Preview Animation like aiming so you can easily see the gun in the hand if it is a gun model.
- Click Enter Preview Mode and adjust the Handle Values or Free Hand IK.
- Click Retarget Handle.
The original Handle is not changed. The new asset is created in the selected output location. Its default name is OldHandleName_NewCharacterModelName.
Preview Mode
Preview Mode lets you inspect the model on the character before creating, saving, or retargeting a Handle. Always use Preview Mode before the final action so you can see and check the result.
- Assign Model. This must be the same prefab root or scene GameObject that your Attach Prop instruction uses. Do not include child GameObjects.
- Assign a Preview Animation when you need to check a specific pose.
- Click Enter Preview Mode.
The Retarget Handle preview shows the old character on the left and the new character on the right. This makes it easier to compare the original attachment with the retargeted result.
Use an animation that matches how the model is normally used. For example, use an aiming animation when checking a rifle Handle. The pose can change how the model and the secondary hand look.
While Preview Mode is open, the Model and Preview Animation fields are locked. You can still change Handle Values and Free Hand IK Adjustments.
Handle Values
Handle Values are the actual Position and Rotation stored in the selected Handle entry.
Change Position and Rotation directly, or use Position Nudge and Rotation Nudge for small changes. The preview updates as you work.
- In Edit Handle, Save replaces the selected entry with the values shown.
- In Create Handle, Create Handle writes the shown values into the selected copied entry.
- In Retarget Handle, the values start with the calculated result for the selected entry. Changing them adjusts that entry in the new Handle.
Click Reset to load the current values again. In Retarget Handle, Reset loads the calculated retargeted values. In Create Handle and Edit Handle, it loads the values from the selected Handle asset.
Handle Entries
A Handle can contain more than one entry. For example, it can have a default entry and other entries that run under different conditions.
When the selected Handle has more than one entry, Handle Editor shows a Handle Entry picker. Choose the entry you want to preview or edit.
Create Handle and Edit Handle change only the selected entry. Retarget Handle keeps and retargets all entries, while letting you make a final adjustment to the selected one.
Free Hand IK
Free Hand IK is optional. It is for Shooter 2 weapons that use a Sight asset to place the hand that is not holding the weapon handle.
The Handle Editor does not read or modify Shooter 2 assets. In Retarget Handle, you enter the existing Sight values as Old Position and Old Rotation. The tool calculates new values for the new character, shows them in the preview, and lets you fine tune them.
Select Left Hand or Right Hand in the Free Hand field to enable the feature. When you create, save, or retarget with Free Hand IK enabled, Handle Editor writes a text file beside the Handle:
HandleName_FreeHandIK.txtUse the Position and Rotation from this file in the appropriate Sight asset for the new Shooter 2 weapon.
Example: Retargeting an AK Handle
This example retargets an AK Handle that was made for a Game Creator 2 character to a new Humanoid character.
- Open Game Creator > Handle Editor > Retarget Handle.
- Set Old Character Model to the Game Creator 2 character that uses the original AK Handle.
- Set New Character Model to your new character.
- Set Old Handle to the AK Handle.
- Open the AK weapon's Sight asset. Find its Free Hand IK settings and copy the current Position and Rotation values into the Retarget Handle window. Select the correct Free Hand first.
- In Preview, set Model to the AK model used by the weapon. Set Preview Animation to an aiming animation, then click Enter Preview Mode.
- Compare the two characters. Use Handle Values and Free Hand IK Adjustments to make small corrections when needed.
- Close Preview Mode, then click Retarget Handle.
- Open the generated
HandleName_FreeHandIK.txtfile and copy its values into the Sight asset for the new weapon. - Replace references to the old Handle in your Attach Prop instructions, weapon setup, or other Handle fields with the new Handle.
The original AK Handle and Sight asset are left unchanged.