---
title: "Create Animation Blueprint for a body"
canonical: "https://help.vicon.com/space/Unreal5Plugin113/1152057400/Create%20Animation%20Blueprint%20for%20a%20body"
format: markdown
---
This page covers how to create an Animation Blueprint for a body within Unreal Engine. This involves locating the FBX character files, creating nodes, and compiling the character.

## Locate the character FBX

> ⚠️ **Important**   
> ⚠️ This step uses the default Vicon FBX as an example. The FBX skeleton MUST exactly match the skeleton streaming from Vicon software. This means both naming conventions and bone hierarchy MUST be the same.

All Vicon Skeletal Meshes can now be found in the **ViconDataSream LiveLink Content **folder. To locate the folder:

- In the Content Browser, navigate to **All **>** Engine **>** Plugins **>** ViconDataSream LiveLink Content **>** Meshes**.

> ℹ️ **Note**  
> ℹ️ The RootEdit_ViconActor and the RootEdit_ViconActorFingers have an added Root bone and are rotated so they are facing down the Y axis. Use these Skeletal Meshes when using Unreal Engine Animation Retargeting workflows.

## Set up the Animation Blueprint for the subject

1. In the desired folder in the **Content Browser**, right-click and select **Animation Blueprint**. Click to create an Animation Blueprint that can be used to map animation data from the Live Link source.
2. Select the desired Skeletal Mesh.
3. Give the Animation Blueprint a name.
4. Open the Animation Blueprint (which has an orange outline).  
:check_mark: If the animation graph doesn't open, go to the **My Blueprint** panel, and in the **Animation Graphs** section click **AnimGraph**.
5. Right-click in an empty spot in the graph and search for the **Live Link Pose** node.
6. In the **Live Link Pose** node, select or enter the name of the subject from the Live Link source.
7. Drag a link between the node and the **Final Animation Pose**.
8. In the top left corner of the animation graph, select **Compile**. As soon as the Animation Blueprint is compiled, the character data is streamed into Unreal Engine and onto the corresponding character FBX. This can also be seen in the preview window on the left side.
9. To view the character in your project, close the Animation Blueprint, navigate to the character FBX in the **Content Browser**, and add it to the scene at the desired location.