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Unreal IK Rig - From Move AI (or Move One) to Mannequin Skeleton 

Kamila Bianchi
Подписаться 3,9 тыс.
Просмотров 3,6 тыс.
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Make sure you check the IK Rig Playlist for more videos like this.

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26 окт 2024

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Комментарии : 21   
@galaxyexpress998
@galaxyexpress998 2 месяца назад
Finally someone who knows what they're doing. Thank you!
@JeffreyHopkinsGoogle
@JeffreyHopkinsGoogle 8 месяцев назад
I am SO GLAD i found your channel! AWESOME!
@ameliacrasman9955
@ameliacrasman9955 10 месяцев назад
Thank you for making this tutorial!
@RDD87z
@RDD87z Год назад
wow i can see where this is going. i think its matter of time that they do it with a normal camera without the lidar sensor and get this fidelity level. This is awesome. Muito legal. I could see, it even tries to capture the fingers. thanks for showing the process Kamila!, I didnt know about the ik thing to tweak arms or legs for better results. Loved it! OBRIGADO!
@denisliber
@denisliber 5 месяцев назад
thanks for this guide, you`re amazing :)
@AmarAnimator
@AmarAnimator 7 месяцев назад
Great tutorial Kamila 🙌 One more question ' How to make root bone to follow pelvis (Hip)?' Kindly help please! I've noticed in mocap root motion doesn't come by default and it is necessary to have root motion to integrate animation in gameplay blueprint. WHat you say?
@kamilabianchi
@kamilabianchi 6 месяцев назад
Hello, yes, that's the problem of using Move AI or other quick mocap tools like that. You can manually add keyframes for the root bone in the Animation Asset. And that should be enough to work. But it's a very manual process. Or you would need maya/blender to calculate that root motion, and export the new FBX with that information in.
@AmarAnimator
@AmarAnimator 6 месяцев назад
@@kamilabianchi Thanks Kamila for help. I've found a new solution which works perfectly without Sacrificing animation. It's a combo of human IK and manual process. Just make root bone slave of hip then zero out x,y translation and give the value of -90 in x rotation again zero out z rotation 🥴
@Mega_Maybit
@Mega_Maybit 7 месяцев назад
FREAKING AWESOME TUTORIAL
@kamilabianchi
@kamilabianchi 6 месяцев назад
haha thanks
@Kozlov_Production
@Kozlov_Production 8 месяцев назад
Can i use already created retageter?
@kamilabianchi
@kamilabianchi 8 месяцев назад
Yes, if the bones are the same.. you can keep reusing it.
@progamer12983
@progamer12983 7 месяцев назад
Thank you, Call of Duty is easier now.
@matiasmarek7377
@matiasmarek7377 9 месяцев назад
Hey Kamila, thanks for making the video! I was wondering how did you manage to record outdoors, as far as I understood all phones had to be connected to the same wifi. Isn't that right?
@kamilabianchi
@kamilabianchi 8 месяцев назад
It depends. The Move One you can record anywhere in your phone, and then sent the video to be processed. So you don't need internet while recording, basically.
@matiasmarek7377
@matiasmarek7377 8 месяцев назад
Thanks for the reply!
@CoryDAnimates
@CoryDAnimates Год назад
So it utilizes the iPhones lidar sensor. Bummer Android phone makers found that not something that needed.
@hotsauce7124
@hotsauce7124 Год назад
Thank you
@UvashreeSriram
@UvashreeSriram 3 месяца назад
How to add another animation with the same skeleton? I imported different animation from Move One to Unreal with the same ( previous one ) skeleton on the import selection, But I exported the animation from the previous IK retargeter and the animation goes messy. I am not sure what went wrong, Or should I do retarget every animation I import even thought they are the same skeleton?
@kamilabianchi
@kamilabianchi 3 месяца назад
They might be the same skeleton (in naming of bones), but somehow the orientation of the bones is different. If they are the same skeleton, you shouldn't need to retarget at all.
@hotsauce7124
@hotsauce7124 Год назад
Request: Can you please make a video on applying "Multiple" additive corrections to a Metahuman control rig? 1. Do all the steps in this video 2. Import the Metahuman into the level 3. Create a sequencer 4. Apply "Multiple" additive corrections to the entire arm that make the entire animation look better. Making "Multiple" subtle additive changes to the arm animation as the entire animation clip is played. Example: lets say you had to make 10 additive corrections to the elbow to make the animation look better
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