Import & Retarget Xsens FBX onto Metahumans in Unreal Engine 5 with Foot Sliding Fix

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  • 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

ความคิดเห็น • 62

  • @Allindir
    @Allindir ปีที่แล้ว +10

    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.

  • @karimzouak9413
    @karimzouak9413 2 ปีที่แล้ว

    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 :)

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      I am so happy this was helpful!!

  • @SomunImmersive
    @SomunImmersive 2 ปีที่แล้ว +1

    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!

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว +1

      I am so happy I could help!

  • @JonathanWinbush
    @JonathanWinbush 2 ปีที่แล้ว +2

    Solid tutorial!

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว +1

      Thank you! I honestly wouldn't know where to start in UE5 had it not been for your tutorial!

    • @JonathanWinbush
      @JonathanWinbush 2 ปีที่แล้ว

      @@FeedingWolves you're to kind but you're a pro you'd figure it out! lol

  • @LoganPinney
    @LoganPinney 2 ปีที่แล้ว +1

    As soon as I get one of these bad ass suits I will be asking you sooo many questions! Thanks for sharing this Gabi :))

  • @russellmceacharn7750
    @russellmceacharn7750 2 ปีที่แล้ว

    Best tutorial i've seen in regards to retargeting to metahumans, thank you for sharing all these great tips!

  • @mocappys
    @mocappys 2 ปีที่แล้ว +2

    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...

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      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!!!

  • @togangokbakar
    @togangokbakar ปีที่แล้ว +2

    Could you update the tutorial for 5.2

  • @GabrielPaivaHarwat
    @GabrielPaivaHarwat 2 ปีที่แล้ว +3

    Amazing tutorial!

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      Couldn't have done this without your help!! Thank you so much!

  • @user-gx9ts1rt1e
    @user-gx9ts1rt1e ปีที่แล้ว +3

    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.

    • @MMCIIIVHS
      @MMCIIIVHS ปีที่แล้ว

      Same experience, the "setup rig" window does not exist for me. Plugin installed, and restarted

    • @robcurrie4182
      @robcurrie4182 ปีที่แล้ว +1

      @@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?

  • @xaby996
    @xaby996 2 ปีที่แล้ว

    You can just force it into a t pose...wow...this will actually help my pipeline considerably

    • @xaby996
      @xaby996 2 ปีที่แล้ว

      If 7:30 does not work. In 4.26 change from local to world rotation.

  • @StyleMarshall
    @StyleMarshall 2 ปีที่แล้ว +2

    Great ! 👍

  • @HoleintheSleeve
    @HoleintheSleeve 2 ปีที่แล้ว

    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!

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      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.

    • @HoleintheSleeve
      @HoleintheSleeve 2 ปีที่แล้ว

      @@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!!

  • @woosung__k
    @woosung__k 2 ปีที่แล้ว

    Than you so much for amazing tuto!!

  • @Luka-el4gm
    @Luka-el4gm ปีที่แล้ว +1

    cant find "Set up rig" in retarget manager, where can i find the window :)

  • @matthewisikhuemen8907
    @matthewisikhuemen8907 2 ปีที่แล้ว

    Definitely insightful 👌 👏

  • @p1ontek
    @p1ontek 2 ปีที่แล้ว

    Thank you very much for all your tutorial effort. You really serve very great and important content.

  • @biggenerator9
    @biggenerator9 2 ปีที่แล้ว

    Very well done!

  • @regularmenthol
    @regularmenthol 2 ปีที่แล้ว +2

    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!

    • @ChrisOseProduction
      @ChrisOseProduction 2 ปีที่แล้ว

      Did you found any solution for it?

    • @regularmenthol
      @regularmenthol 2 ปีที่แล้ว +1

      @@ChrisOseProduction No, I'm just gonna contact support directly when i get time to work on my project

    • @adamhazard2439
      @adamhazard2439 2 ปีที่แล้ว +2

      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.

    • @ViensVite
      @ViensVite ปีที่แล้ว +2

      @@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

  • @prankfever8877
    @prankfever8877 ปีที่แล้ว

    when i try to export from metahuman it says error could not export asset check details

  • @sikamoreify
    @sikamoreify 2 ปีที่แล้ว +2

    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?

    • @sthJuniorPK
      @sthJuniorPK 2 ปีที่แล้ว

      I'm noticing the same thing

    • @adamhazard2439
      @adamhazard2439 2 ปีที่แล้ว

      yep same issue here Retarget Manager is now Retarget Sources and all the menus and options are different.

    • @ViensVite
      @ViensVite ปีที่แล้ว

      @@adamhazard2439 did you find a way?
      I think from official UE5 xsens tutorial they dont use any puppet stuff tho

  • @hotsauce7124
    @hotsauce7124 10 หลายเดือนก่อน

    Question, has the Xsens puppet with "flat hip bones" been moved in the Xsens website? It does not seem to be available anymore.

  • @ibrews
    @ibrews 2 ปีที่แล้ว

    yes!!

  • @rohitnair7140
    @rohitnair7140 2 หลายเดือนก่อน

    help, i am stuck at retarget manager and the windows show completly different.

    • @FeedingWolves
      @FeedingWolves  2 หลายเดือนก่อน

      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

  • @antoinelutin3026
    @antoinelutin3026 ปีที่แล้ว

    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

    • @FeedingWolves
      @FeedingWolves  ปีที่แล้ว +1

      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

  • @blendragon28
    @blendragon28 ปีที่แล้ว

    Is it possible to retarget Xsens to UE 5 mannequin or does it have to use metahumans skeleton?

  • @yanpengguo9154
    @yanpengguo9154 2 ปีที่แล้ว

    I have a problem, Metahuman uses Xsens livelink,metahuman's elbow is very twisted, do you have any solution?

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      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.

    • @yanpengguo9154
      @yanpengguo9154 2 ปีที่แล้ว

      @@FeedingWolves Thank you

  • @acsventures8010
    @acsventures8010 ปีที่แล้ว

    Puppet link doesn't work anymore, says Under Construction, Stay Tuned..

    • @FeedingWolves
      @FeedingWolves  ปีที่แล้ว

      Thanks for letting me know. Just updated the link.

    • @acsventures8010
      @acsventures8010 ปีที่แล้ว

      @@FeedingWolves no problem. Thanks for the tutorial!

  • @shadowdataprojection
    @shadowdataprojection 2 ปีที่แล้ว

    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

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      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?

    • @shadowdataprojection
      @shadowdataprojection 2 ปีที่แล้ว

      @@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

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      @@shadowdataprojection ok so due to this different bone structure you are having a hard time retargeting the data?

    • @shadowdataprojection
      @shadowdataprojection 2 ปีที่แล้ว

      @@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?!

    • @FeedingWolves
      @FeedingWolves  2 ปีที่แล้ว

      @@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