Abstract. Humanoid 3D models can be easily acquired through various sources, including online. The use of such models within a game or simulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and control mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be incorporated within seconds into an animation system, and infused with a wide range of capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip syncing. We offer a set of heuristics that can associated arbitrary joint names with canonical ones, and describe an fast retargeting algorithm that enables us to instill a set of behaviors onto an arbitrary humanoid skeleton. We believe that such a system will vastly increase the use of 3D interactive characters due to the ease that new models can be animated.Keywords: animation, graphics, system, retargetting 1 Motivation 3D characters are commonly seen in video games, feature films, mobile phone applications and web sites. The generation of an expressive 3D characters requires a series of stages to be applied in order to achieve a 3D character performance. Such stages include the generation of a character model, specifying a skeleton for that model, deforming the model according to the movement of the skeleton, applying motion and control algorithms under a framework, and finally instructing the character to perform. Each of these processes requires a different skillset. For example, 3D models are generated by digital modelers or through hardwarebased acquisition, while animators create or apply motion to the characters.Thus, while many high quality assets such as humanoid models or motion capture data can be readily and inexpensively aquired, the integration of such assets into a working 3D character is not automated and requires expert intervention. For example, after motion capture data is acquired, it then needs to be retargetted onto a specific skeleton. An acquired 3D humanoid model needs a skeleton that satisfies the constraints of a real-time game system, and so forth. Modern game engines provide a means to visualize and animate a 3D character, but require assembly by a programmer or game designer. The complexity of animating 3D virtual characters presents an obstacle for the end user, who cannot