---
title: "Create Animation Blueprint for a body"
canonical: "https://help.vicon.com/space/Unreal5Plugin18/14845755/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 importing FBX character files, creating nodes, and compiling the character.

## Import 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.

1. In Unreal Engine, go to **Window** > **Content Browser** > **Content Browser 01**.
2. In the **Content Browser** dialogue box, right-click in an empty space and select New Folder.
3. Enter a new folder name (e.g. `ViconCharacter`).
4. In the new empty folder, click **Import** in the **Content Browser** toolbar.
5. In the dialog box, locate the FBX character file and select **Open**. The default Shogun skins can be found in:  
*C:\Program Files\Vicon\ShogunLive1.#\Configuration\Skins*
6. In the **FBX Import Options** dialog box, expand the **Mesh** section.
7. Ensure the following options are selected:
  1. ** Mesh** > **Skeletal Mesh**
  2. ** Mesh** > **Import Mesh**
  3. ** Advanced** > **Update Skeleton Reference Pose**
  4. **Advanced** > **Use T0 As Ref Pose**
8. Select **Import All** to import the character.

## Set up the Animation Blueprint for the subject

1. In the **Content Browser** locate the Skeletal Mesh for the character FBX. In Unreal Engine this has a pink-colored outline.
2. Right-click the Skeletal Mesh and in the right-click menu, navigate to **Create** > **Anim Blueprint**. Click to create an Animation Blueprint that can be used to map animation data from the Live Link source.
3. Give the Animation Blueprint a name.
4. Open the Animation Blueprint (which has an orange-colored outline).
  :check_mark: **Tip**: 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.