01:05 - i would kindly suggest, for bind to active armature popup, a text : bind : (select) (on)to : (select) this makes it clear, bind what to what no biggie, just makes input a bit more understandable thx for sharing, you're a gem, have fun, aum, s love nia
Awesome series, keep it up the good job! Question for you, can this add-on be used to retarget an existing animation from Unreal's mannequin skeleton to another rig, say Mixamo or Rigify for example? (considering armature bones from UE are very different)
Hi, it can be done, but the two rigs must match in proportions, so you will have to retarget in Unreal first. I do that to fix Unreal animations on rigify rigs. It was supposed to be in this video but I split it in two parts. Also, that would be much more useful if Expy Kit could handle the full reatargeting process on its own, but I have no ETA yet
Hi, I have your reply in my email but I cannot find it here, not sure if it has been moderated because of the link: it was ok to me. Anyway, I knew your addon. Never had time to try Godot, but on part I took inspiration from your video. Pretty sure the code is different, haven't checked it though :|
Very impressive! Root motion is amazing indeed. I'd like to see that extract metarig thingy in action next. Also, have you looked at character creator 3/actorecore aramature yet? I hope your addon will allow us to convert their armature to something animatable, if that's in your plans too... Great work!
Hi, I have reached out to the CC developers, they were very friendly but busy back then. I should call them back, but I also plan to add custom rig definitions in the next months: that should also work. Cheers!
Any chance you will add CC or subtitle in this video ? I believe it will help non English speakers/viewers to understand this amazing guide thanks again
Hi there have not been many changes since I published this video, do the controls happen to have any constraints already? Please send me a .blend with your armatures if you think you have found a bug or something Cheers!
from Mixamo to the Rigify, Why are the palms and arms not in the right position, The Hands are always crossed under the buttocks.(blender3.0), I use the "Bind to Active Armature" menu, Thank you for your kind answer
@@BallsAndNinjas This doesn't work for me. It distorts the pose horribly. I can't select any bones at all from the dropdown without it saying "bone name" not found in target
@@DMFX1 Hi, I should take a look at the rigs and see what is going on. If you cannot upload it anywhere, you can join my discord server (link in my "about" page) and send them from there cheers!