Import & Retarget Xsens FBX onto Metahumans in Unreal Engine 5 with Foot Sliding Fix
ฝัง
- เผยแพร่เมื่อ 25 ส.ค. 2024
- In this video I go over how you can import your Xsens FBX data directly into UE5, thanks to the Xsens Import Puppet and how to retarget your Xsens mocap data onto the Metahumans. This method also works for earlier versions of UE.
Special thank you goes to Katie Jo from Xsens, to Arsene from Manus, to Jonathan Winbush, to Gabriel Paiva, to JSFilmz, to Simon Kay, and to the person that created the Xsens Puppet!
And thank you to Puget Systems and NVIDIA for this incredible workstation. It has made my work in Unreal with the Metahumans a dream come true!
Link to Xsens Import Puppet Link and Documentation: (updated)
base.xsens.com...
Xsens MVN Measurements tutorial: • Xsens MVN Tutorial: Ta...
Link to Jonathan Winbush/School of Motion UE5 tutorial: • How to Get Started in ...
Link to my Discord Channel: / discord
Link to my Puget/Nvidia Workstation: www.pugetsyste...
#virtualproduction #unrealengine #mocap #xsens #manusvr #metahumans #pugetsystems #nvidia #nvidiartx
Awesome tutorial, sadly it doesn't apply to UE 5.2, the Setup Rig is gone or at least I can't seem to find it, and this is the only workaround I could find since the XSens plugin is still unavailable on 5.2.
Thank you! I had a mocap session today and we couldn't get this working, you've unlocked this bit I've been struggling with for weeks. Thank you :)
I am so happy this was helpful!!
Great tutorial, I was having foot sliding issues myself and animation relative retargeting did mitigate that to some degree. Thanks for compiling all these little details!
I am so happy I could help!
Solid tutorial!
Thank you! I honestly wouldn't know where to start in UE5 had it not been for your tutorial!
@@FeedingWolves you're to kind but you're a pro you'd figure it out! lol
As soon as I get one of these bad ass suits I will be asking you sooo many questions! Thanks for sharing this Gabi :))
Aww thank you, Logan!!!
Best tutorial i've seen in regards to retargeting to metahumans, thank you for sharing all these great tips!
Another excellent tutorial packed full of tips and tricks! Great work, Gabriella.
Something you have to do in MotionBuilder that might help here...when you import the MVN mocap data onto your MVN puppet, the data changes the positions of the joints in your puppet's skeleton to match the skeleton used in the MVN software - I think that's why the puppet looks the way it does in the playback (12:20) and comparrison (17:30) and is what's changing the Pelvis>UpperLeg joint positions to horizontal (17:09).
So, if there's a way to go back and reset the skeleton pose or the remapping after you've applied the fbx data, this might improve the retargeting. Looking in the docs, it sounds like the retargeting for things like "AnimationScaled" for example, is calculated based on the ratio between the bone length of the Target Skeleton and the Source Skeleton. But, if the joint positions change after you've defined them, it might be breaking the retargeting calculations, if that makes sense - MotionBuilder uses a similar system in the Character, so in there I would turn off the characterization, import the animation onto the source skeleton, turn characterize back on (this resets the retargeting calcuations) and then connect the target character. If you don't, you get similar issues to what you're seeing here. Hope this helps...
Simon!!!!! Thank you so much for your help and your incredible tips! If only it was possible to use that Mobu technique in Unreal, it would make such a difference. I have been testing this a lot and strangely enough, for some reason the animation scaled vs animation relative only seems to show a difference when using the Male Tall Normal weight Metahuman....weird..I know. The other thing I discovered is when I use this method for the Xsens live link, I am able to eliminate any type of foot sliding, and when changing the legs to animation, it does not change the shape of the mesh in the hips area at all, which is actually great! So with Live Link, no need to input the metahuman measurements. Out of curiosity, would you mind sharing the documentation you found on here about the Animation Scaled info? Again, thank you so much!!!
Could you update the tutorial for 5.2
Amazing tutorial!
Couldn't have done this without your help!! Thank you so much!
Thank you for your efforts.
By the way, there was an issue while I was following the tutorial.
3:34 I couldn't find [humanoid] options.
my Unreal Engine version is 5.0.3.
Same experience, the "setup rig" window does not exist for me. Plugin installed, and restarted
@@MMCIIIVHS Also having the same problem, cant set the mvn puppet rig to humnoid and therefore cant import the mocap data @FeedingWolves have you found this issue yet with 5.1?
You can just force it into a t pose...wow...this will actually help my pipeline considerably
If 7:30 does not work. In 4.26 change from local to world rotation.
Great ! 👍
The part of the foot adjustment was very good, we've got stuck on that one for a while, excellent information!
I think Unreal must explain a lot more clearer what those retargeting options really do "Animation Relative/Scaled etc..." I've seen some old videos briefly talking about that but no one ever explained clearly their purpose!
Thank you so much! I love your channel by the way! Also, if you havent tested out UE5 Preview, definitely check out the new retargeting options. Foot placement is really good without having to measure characters.
@@FeedingWolves Oh thanks really appreciate it, we love your content as well! We are still atm on UE5 EA2, has preview a better retargeting algorithm? That will be soooo helpful!!
Than you so much for amazing tuto!!
cant find "Set up rig" in retarget manager, where can i find the window :)
Definitely insightful 👌 👏
Thank you very much for all your tutorial effort. You really serve very great and important content.
Very well done!
Thank you so much!!
Soo... I just updated to UE 5.0.2 and the Retarget Manager is now called Retarget Sources and it looks completely different. I am super new to this, any help would be greatly appreciated!
Did you found any solution for it?
@@ChrisOseProduction No, I'm just gonna contact support directly when i get time to work on my project
Yep I am stuck at the exact same spot, Retarget Manager is now replaced with Retarget Sources, and most of the menus and options are all different or non existent. Not even MVN's tutorials address this.
@@adamhazard2439 solution is to go to windows --> show detail tab (something like that) ---> add array element --> select the skeleton in the 'add skeleton' tab.
It actually speeds up the workflow
when i try to export from metahuman it says error could not export asset check details
What version of UE5 was this done in? It seems like it may be outdated from the latest 5.0.3 because a lot of the menus have changed and/or no longer exist. Curious what your thoughts are on that?
I'm noticing the same thing
yep same issue here Retarget Manager is now Retarget Sources and all the menus and options are different.
@@adamhazard2439 did you find a way?
I think from official UE5 xsens tutorial they dont use any puppet stuff tho
Question, has the Xsens puppet with "flat hip bones" been moved in the Xsens website? It does not seem to be available anymore.
yes!!
help, i am stuck at retarget manager and the windows show completly different.
Hi, so this video was made when UE5 was just released. You will need to use IK Retargeter. I touch on the IK Retargeter workflow in this video at 6:17 th-cam.com/video/BXMyE7OIyhk/w-d-xo.htmlsi=EfJfqTtvCXo8VTbp
Thank you but creating this pose asset is just a torture , these bones just go all over the place when i reset the angles to zero, i really don't know what to do
Hmm, are you using a MetaHuman or a different character? The bones acting strange when resetting is something I have encountered in 5.0. I do show that in this video if you go to 4:09 th-cam.com/video/BXMyE7OIyhk/w-d-xo.html
Is it possible to retarget Xsens to UE 5 mannequin or does it have to use metahumans skeleton?
I have a problem, Metahuman uses Xsens livelink,metahuman's elbow is very twisted, do you have any solution?
Can you try going into the skeleton of the MH, and change the retargeting options for all the bones to skeleton except for the first two bones? That should fix it.
@@FeedingWolves Thank you
Puppet link doesn't work anymore, says Under Construction, Stay Tuned..
Thanks for letting me know. Just updated the link.
@@FeedingWolves no problem. Thanks for the tutorial!
Hi great channel, I was wondering if you could give me some advice. I have paired a non human robot skeleton to a rokoko mocap suit recorded it in the sequencer using the take recorder and live link this all works well. But now I don't know how to bake the reordered live link keyframes from sequencer onto the robot skeleton so i'm able to export from ue4 to ue5 for further game development. Thanks so much
Hey thank you! So when you recorded your data, did you record on this non human robot skeleton? Or did you record on the puppet and are trying to get that data onto your robot?
@@FeedingWolves yes so I used the rokoko live link plugin did some blue prints and reassigned some of the bones of the robot to mimic the rokoko suit. I couldn't do them all as the bone structure is different. Then I recorded the live link data which presumably only records the rokoko joints not the robots so do I need to press play record the take but instead of recording the live link from rokoko but record the robot skeleton? Yes trying to essentially export the robot skeleton movement data as an fbx of just the joints. Then this will be exported from ue4 to go into ue5 and make up character movement assets for a game. Thanks your a legend
@@shadowdataprojection ok so due to this different bone structure you are having a hard time retargeting the data?
@@FeedingWolves the data plays back in the game perfectly in the sequence its recorded in without rokoko studio running. my issue now is how do i export it from ue4 with the skeleton to use in other programs specifically ue5. not sure if its a retargeting issue or a different bone structure issue or what?!
@@shadowdataprojection Ok, so you said in the sequence. I am not familiar with the rokoko pipeline however, what you really want is an actual animation file. Are you working with an actual animation file or a sequence file? Also, you are welcome to join my discord as it is probably easier and faster to respond to troubleshooting questions in there. discord.gg/GSvemVrn