I'm a developer on the IK Retargeter at Epic. I really appreciate your honest assessment of the toolset and how it supports your workflow. I look forward to following your progress and helping to evolve the toolset to meet your needs. Subbed!
Aww, thank you so much! This made my day. The IK Retargeter has so many new features, and based on a new discovery I made with it while working on this video, it is going to save people a TON of time and speed up their workflows. Very much looking forward to sharing that in a detailed tutorial 😉
@@FeedingWolves Glad to hear! Documentation for 5.1 is coming soon. Lots of improved UX and brand new stuff, as you've already discovered. Looking forward to seeing how it works for you and your followers. Keep up the great work!
Winbush!! No more need for 4.27 with 5.1Preview because now you can import a pose directly into IK Retargeter. Wish it had been released when I was working on Enzo though...
So much insight , you're going to end up working for Epic pretty soon. Is that the Face ware Indy cam hardware ? Can you do a video on the differences between FW- Indy vs Apple ? Kudos
It's great to have such detailed explanations of an entire pipeline by a solo-creator. I have a question: I am using stylized characters that come from another DCC. I can do the retargetting and cleanup there before exporting. What are the advantages of doing it in engine, or is it simply because that's where the metahumans are? Thank you! Looking forward to the face mocap (the hardest part). CORRECTION: You were not solo. You had a very talented partner. Well done to both of you for pushing the envelope and inspiring us all.
Thank you so much! To answer your question, by being able to retarget and do all my cleanup in one software, it makes things easier and speeds up my workflow vs having to go back and forth between software's. Plus, Unreal has brought the best animation tools into their software.
@@FeedingWolves I guess the difference is that Metahuman comes out of the box with a sophisticated, in-engine control rig. I would have to build my own to animate in Unreal. Do you have any experience with that? I imagine it's quite complicated.
@@BenBassFromIdaho I am spoiled with the Metahuman control rig. I have made a simple control rig and if you are considering making your own, Epic has a ton of great resources on how to make your own. dev.epicgames.com/community/learning/tutorials/6VM8/unreal-engine-control-rig-resources Also, if you do not have time to make one, you can actually right click on any character that has a skeleton in sequencer and select Edit with FK. This bakes your animation to a control rig. You can then rotate bones individually and edit it that way. I used this to animate the Vitruvian structure 😉
Could you help me out with this please?? so i really curious about the IK Retargeter on UE 5.1, like how it is work? could it be use with mvn live link? because when i want to retarget the asset it shows up a warning like this "IK Retargeter could not find source root bone, None in mesh MVN_Puppet_IMPORT-Unreal" what is the issue?? if the mvn live link couldn't be used, so in order if we wanna use 1:1 finger / correct data transfer to metahuman, we need at least 1 animation asset to retarget it to metahuman right?
im working with some Xsens moccap data and having some problems importing into UE, where can someone download the Xsens mannequin? i think thats the only thing i need to actually get into UE5/5.1
I'm a developer on the IK Retargeter at Epic. I really appreciate your honest assessment of the toolset and how it supports your workflow. I look forward to following your progress and helping to evolve the toolset to meet your needs. Subbed!
Aww, thank you so much! This made my day. The IK Retargeter has so many new features, and based on a new discovery I made with it while working on this video, it is going to save people a TON of time and speed up their workflows. Very much looking forward to sharing that in a detailed tutorial 😉
@@FeedingWolves Glad to hear!
Documentation for 5.1 is coming soon. Lots of improved UX and brand new stuff, as you've already discovered. Looking forward to seeing how it works for you and your followers.
Keep up the great work!
@@kiaranr Thank you so much!!! Thanks to your team and you, this IK Retargeter has brought in the best of all mocap tools directly into UE!
How can I overcome slipping feet on the ik retargeting device?
Great, honest insight. As always. I look forward to all your videos and appreciate how in depth you get with all your explanations.
Thank you so much!
This is amazing. Thank you for sharing all of this info. So much of this stuff is really hard to find.
Aww thank you!!
This is THE cutting edge of accessible mocap tech. Nice
Not everyone can explain so that hings make sense. Gaby is the absolute best.
you are the best person
5.2.1 is out and its getting better finally
excellent i might be looking at a mocap suit
Interesting, so with 5.1 animation tools would you still need to use 4.27 first?
Winbush!! No more need for 4.27 with 5.1Preview because now you can import a pose directly into IK Retargeter. Wish it had been released when I was working on Enzo though...
great video ! thank you
Yes, this issue with live link has made my head hurt all week. I'm going to try time code sync to see if that helps. If not I'll use fbx
Can you please share metahuman t pose in the description? It would be great. And thanks for making this video.
In the older FBX to UE5 early release I show how you can create that Tpose. If you do it once, then save that as a pose asset and just reuse it ;)
So much insight , you're going to end up working for Epic pretty soon.
Is that the Face ware Indy cam hardware ? Can you do a video on the differences between FW- Indy vs Apple ?
Kudos
It's great to have such detailed explanations of an entire pipeline by a solo-creator. I have a question: I am using stylized characters that come from another DCC. I can do the retargetting and cleanup there before exporting. What are the advantages of doing it in engine, or is it simply because that's where the metahumans are?
Thank you! Looking forward to the face mocap (the hardest part).
CORRECTION: You were not solo. You had a very talented partner. Well done to both of you for pushing the envelope and inspiring us all.
Thank you so much! To answer your question, by being able to retarget and do all my cleanup in one software, it makes things easier and speeds up my workflow vs having to go back and forth between software's. Plus, Unreal has brought the best animation tools into their software.
@@FeedingWolves I guess the difference is that Metahuman comes out of the box with a sophisticated, in-engine control rig. I would have to build my own to animate in Unreal. Do you have any experience with that? I imagine it's quite complicated.
@@BenBassFromIdaho I am spoiled with the Metahuman control rig. I have made a simple control rig and if you are considering making your own, Epic has a ton of great resources on how to make your own. dev.epicgames.com/community/learning/tutorials/6VM8/unreal-engine-control-rig-resources
Also, if you do not have time to make one, you can actually right click on any character that has a skeleton in sequencer and select Edit with FK. This bakes your animation to a control rig. You can then rotate bones individually and edit it that way. I used this to animate the Vitruvian structure 😉
Could you help me out with this please??
so i really curious about the IK Retargeter on UE 5.1, like how it is work? could it be use with mvn live link? because when i want to retarget the asset it shows up a warning like this
"IK Retargeter could not find source root bone, None in mesh MVN_Puppet_IMPORT-Unreal" what is the issue??
if the mvn live link couldn't be used, so in order if we wanna use 1:1 finger / correct data transfer to metahuman, we need at least 1 animation asset to retarget it to metahuman right?
if you can make a animation in that software you could import it to mixamo and with there plugin for unreal 5 in a few clicks your done
and they also have a verison for unreal 4
this allows you to put your animation to ANY character model right from get go
im working with some Xsens moccap data and having some problems importing into UE, where can someone download the Xsens mannequin? i think thats the only thing i need to actually get into UE5/5.1
Hello, were the skin details on the body in the base model or was that added by Thomas?
All those details were Tomas ;) We will be releasing the BTS on all the work he did with the textures and morph very soon.
@Feeding_Wolves likin the work!
Retargeting the pose with all the fingers doesnt crash UE5 for you?
Hmm, haven't had a crash when posing. Is this in 5.0 or 5.1 preview?