Breakdown of an animation retarget system I made using Houdini PDG for the game "Gold Fever - The Promised Land". Since the project was using Meta Humans there were mismatching issues with bones and joints at the time to use some commercial mocap animation libraries. The task was to build a scalable system capable of handling bulks of animations in the lesser time possible. The procedural nature of Houdini and the extremely powerful Kine FX set of tools were the perfect fit for the job. I added a TOPs network (PDG) to fully automate the process.