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Interesting, but this is not the type of animation sharing, I was expecting. In UE there is a plugin called Animation Sharing which allows you to use the same animation state on multiple character instances for performance optimization (crowd rendering).
Hello, thank you for your very useful sharing. I have a question to ask, when I add a new skeleton to my character, every animation works fine, but the active skeleton doesn't match the character I'm making, in many places it's a bit strange, you Can you help me solve this problem? Thank you
If they were all the same skeleton it was as easy as selecting all the animations ... Right clicking and then clicking asset actions bulk edit using property matrix... And under the skeleton just change the skeleton to the one you want the animation to be run on.... There was no need to retarget if it was the same skeleton
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Is it possible to configure different types of skeletons to share the same animations? Initially I thought this meant that using IK Rig, you could configure any skeleton to match each other, but I realize now this sharing feature only works with skeletons that share the same bones. I think I got thrown off because your characters look very different, but then I re-watched and realized it appears they're all targeted to the UE4 mannequin.
GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: ru-vid.comUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx
Yes, mostly. You can setup the retargeting options on each skeleton to help with the different sizes and if they all share the same base skeleton it should do a good work. If the proportions are very different then a retarget with a separated set of animations particular to that skeleton might be needed.
Wonderful! Nothing simpler than how you explain it. I have a question: I have a set of animations that were made for UE4 mannequin, but I like the UE5 mannequin since the ground detection where it does not sink in the ground or float is way better and also it comes with a nice foot IK. Is it possible to use the UE5 mannequin animations on the gothic knight (which is UE4 compatible) and also use those animations to create a simple controller?
has anyone been able to successfully import mixamo animations to metahumans character? if so what procedure are you using? i've been trying to retarget but the mixamo t pose isn't exactly the same as the metahumans arms to the side upside down v pose. that forces me to make edits to try and match the poses, and i think that breaks Unreal when i click the export selected animations option. My Unreal just shuts off. Anyone else experienced this issue and know the fix?
Hello, i have use this one for years now, follow the instructions and you will get a native Mannequin/MetaHuman animation into Unreal, no retargetting required. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-CPc5ciN2BsM.html
MetaHumans is compatible with the new mannequin. I bet updated animation contents on UE5 will be compatible with MH. Unfortunately MH do have a different skeleton that the old Mannequin.
I am having an issue where sequencer only shows some of the animations instead of all them thoughts on a fix? When I edit skeleton it shows my 242 animations but sequencer shows only 72 of them. Thanks in advance.
I must not have imported my FBX model incorrectly, when i do this, my mesh folds in on its self and basically disappears leaving only the skeleton viewable and a trace amount of mesh on it? if i use rig and remap the animation it doesnt do that?? thoughts?
This will only work between same type of skeletons, all old Mannequin skeletons should be compatible between them and all the new Mannequin will be compatible with MetaHuman also.
@@GUMLIVES i am using the same type of Skeletons, they match bone name one to one. i think its has to do with my FBX Export Scale?? any way thats what i am trying now
Does this process work for skeletons that have the original ue4 bone hierarchy but with bones added? If I have a character from the UE Marketplace which has additional pectoral bones or hair bones, will this method of animation sharing still work? Thanks so much!
When doing this between two Mixamo characters, the original is fine but the second Mixamo character turns into just the skeleton with the textures stretched across it - Does anyone know why this is? (2 Mixamo skeletons have the same naming/animations)