Retarget Animations (from different skeletons) with Retarget Manager in Unreal Engine 4

แชร์
ฝัง
  • เผยแพร่เมื่อ 9 ต.ค. 2024

ความคิดเห็น • 41

  • @scottperry6165
    @scottperry6165 4 ปีที่แล้ว +2

    Very solid and crazy useful video. Thank you.
    For users bringing Motion Capture animation into Unreal 4.25 I can suggest a couple of tactics:
    Use A-pose on the mocap software skeleton export FBX if possible. Mine from Brekel Body 2 came in as T-pose. I clicked the T-pose as Frame Zero choice within Brekel and that helped. But inside Unreal 4.25.4 I had to first make sure I had imported the Brekel Skeleton so my Kinect 2 data had a skeleton to hang on.
    Once you can Import the FBX mocap animation into Unreal, you must match the T-pose of the Brekel/Kinect skeleton to the A-pose of the Unreal Mannequin - then your mocap animations can generally be retargeted to any Mannequin based character - and there are thousands.
    Unreal is tricky and vague on the T-pose problem. You bring the basic skeleton into the Retarging Manager and hit the Modify button at the bottom. Then raise the arms of the skeleton from A position to an arms-out-and-level T-pose. Then you have to Save this new Pose - find the Create Asset button at top Tool bar - sub menu Create PoseAsset - submenu Current Pose. Now you have a T-pose asset for retargeting.
    You also have to build a Rig in the Retargeting Manager for both your Source Mocap skeleton, in my case Brekel, and for the Mannequin skeleton (this is largely automatic since it is an Unreal asset to start with).
    Finally, you call up your FBX animation file inside your Unreal Project and right click the FBX file in your Content Window - find menu Retarget Animation Assets - sub menu Duplicate Anim Assets and Retarget.
    This brings up the Skeleton Select pop up menu. Your source pane will be the skeleton of the FBX file. Identify the Target skeleton on the left side menu of this screen - your Rigged skeleton likely has an asterisk(*) icon next to the name. Click that skeleton and it should appear in the Target pane, remembering that it must be in the same A-pose or T-pose as the Source FBX skeleton to its left. Fix, if not.
    Add the Prefix as noted above, hit Retarget button lower left and you are in business.
    Like anything in Unreal, this may take some trial and error but it does work...

    • @PendingKill
      @PendingKill  4 ปีที่แล้ว

      Hey thank you for taking the time to share your tips! I've pinned your comment so that other people can see. Cheers :)

  • @RealParadoxed
    @RealParadoxed 3 ปีที่แล้ว +2

    This might be the most useful rigging tutorial for unreal

  • @FeedingWolves
    @FeedingWolves 3 ปีที่แล้ว

    This tutorial is golden!!!! Wow!!! Just tested this out with some mocap data in unreal with two separate rigs and it worked beautifully. Thank you!!!

  • @MrShroombot
    @MrShroombot 2 ปีที่แล้ว

    You're a hero.

  • @TheKwiji
    @TheKwiji ปีที่แล้ว +1

    Are you going to release a IK retargeter for UE5? UE5 is now more than a year old and this would help everyone. I made a retargeter myself but it does weird things to the transition from pelvis to spline rotation.

  • @bluegizmo1983
    @bluegizmo1983 3 ปีที่แล้ว +1

    3:57 lol the mannequin is flapping his wings trying to fly 😂

  • @davidmistoffelees8459
    @davidmistoffelees8459 3 ปีที่แล้ว

    You have taught me a thing... I thank you.

  • @boitahaki
    @boitahaki 2 ปีที่แล้ว

    4:22 Help! In my project there is nothing on the left list (even though the skeleton is clearly inside the game's content folder)

  • @ninomancuso7021
    @ninomancuso7021 2 ปีที่แล้ว

    what if my skeleton is not a humanoid rig? The bone structure doesnt populate the "Set Up Rig" section of the retarget manager...

  • @jimlipscomb5134
    @jimlipscomb5134 4 ปีที่แล้ว

    This is a great video with clear instruction. Thanks!

    • @PendingKill
      @PendingKill  4 ปีที่แล้ว

      Thanks for the feedback! We have a live link retargeting tutorial uploading in a few hours.

  • @Driendel
    @Driendel ปีที่แล้ว

    Is there a way to retarget a few bones from an animation and another bone from another animation?

  • @TabascoDev
    @TabascoDev 3 ปีที่แล้ว

    Great tutorial, thx bro.

  • @user-cw3nb8rc9e
    @user-cw3nb8rc9e ปีที่แล้ว

    Hi. Where is Regarget Manager in UE5? I need to convert Mixamo animation fbx to Metahuman from UE5. Heelp :)

  • @kotarosdevgame
    @kotarosdevgame 3 ปีที่แล้ว

    HEy Pending , 😊 does it work the other way around ( Unreal Skeleton Animation to Other Skeleton from Blender , thanks

  • @antoniopepe
    @antoniopepe 3 ปีที่แล้ว

    im searching a way to use alembic to export animation from c4d/mograph and import in unreal and use skeleton/morph targhet to blend different animation. this process works only with 1 file(mesh/skeleton/animation), the animation in the second file has the same name, but in unreal there is no way to recognize to the other.
    there is a way to have the same sort of retargheting ?

  • @themightyflog
    @themightyflog 3 ปีที่แล้ว

    I imported that Radical Skeleton but when you go to choose it...it ain't on the list. It eeps using the other character skeletons in the list but now radical. so only thing that comes in with a model with a weird moving head. :( How do you do it when it ain't the default project? The skeleton doesn't exist in other projects. How do you get it on a character that ain't the mannequin from Unreal? I have a ton of rigged UE$ models I want to use and so far it is not clear - do you have rig the radical model to the UE4 mannequin and one rigged you rig the 3rd model to the Ue4 mannequin? So initially rig 2 models? Radical to Ue4 Mannequin back to other model?

    • @PendingKill
      @PendingKill  3 ปีที่แล้ว +1

      Hey appreciate the question - are you trying to use RADiCAL animations? The tutorial is geared towards retargeting in general, not just RADiCAL. If you have RADiCAL-specific issues I'd email their support, but if you're just trying to retarget two different skeletons, then you can just treat the RADiCAL skeleton as an example and replace it with the skeleton that already has the animations, and the Epic skeleton as the one you're trying to retarget the animations to.
      For more detail I'd suggest checking out the unreal engine docs at docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/Retargeting/index.html

  • @yarosyari3516
    @yarosyari3516 3 ปีที่แล้ว

    Do I correctly understand the "epic skeleton", if my character has 1. the bones hierarchy and 2. the names of those bones as SK_epic_games_mannequin in this video, my character is epic skeleton rigged, or it's not enough?

  • @barbaraklein
    @barbaraklein 2 ปีที่แล้ว

    Is there a possibility to retarget the Skeleton in real time? From Motion Capture Shadow system to UE rigged character?

  • @slydemise5349
    @slydemise5349 4 ปีที่แล้ว +2

    I get "Skeletons are not compatible" no matter what I do.
    Just don't understand what I'm doing wrong.
    To add context, I am trying to use different animations that I imported.
    Every time I go to drag the animation into the Anim_BP I get "Skeletons are not compatible".

    • @motionmx
      @motionmx 4 ปีที่แล้ว +2

      this happen to me too i think is a poblem with the pose being just too different, and if you unselect the option "only show compatible skeletons" and force to use your skeleton it will make weird things

    • @slydemise5349
      @slydemise5349 4 ปีที่แล้ว +1

      @@motionmx for some reason or another I was not getting the UE4 mannequin. I've made sure I got proper one for retargeting and this time it worked.

    • @philzan3627
      @philzan3627 4 ปีที่แล้ว

      It may be that your skeleton types are not the same. They have to be either humanoid or whatever custom one you have.

  • @ferlaur113
    @ferlaur113 3 ปีที่แล้ว +1

    It's not very well explained how to match bones between ue4 mannikin and radical mannikin! At 02:29 you show both of them but not how to deal with renaming. I'm confused... and don't know what to do!

    • @PendingKill
      @PendingKill  3 ปีที่แล้ว

      At 2:18 I show you the Set Up Rig section where you select the corresponding radical bone (right side) for each epic bone (left side). It's pretty fast in the video, but you can also download the sample project linked in the description, open up the asset and view all the mappings.

  • @oldyoungjerry
    @oldyoungjerry 3 ปีที่แล้ว

    I am doing this maybe 100 times and the same result is that hand and shoulder are not on correctly place. Any solution? Please

  • @morganlak4337
    @morganlak4337 2 ปีที่แล้ว

    If I'm making my own custom character, and I just want as few bones as possible because they're pretty cartoony and don't need the crazy mannequin bone structure, does anyone know what the like minimum bones I need to add are so that I can still use marketplace/mixamo animations? Should I just rig it as if it were the mannequin anyways?

  • @dangerousmindgames
    @dangerousmindgames ปีที่แล้ว

    Gonna show how to setup the T pose?

  • @unreasonablebastards753
    @unreasonablebastards753 2 ปีที่แล้ว

    Thanks so much

    • @katiekaliber
      @katiekaliber ปีที่แล้ว

      Bit late but in case anybody sees this, what you do is go to the retargeter, then change the translation mode to 'globally scaled' and then you go to the animation that needs the rootmotion, turn off rootmotion and force lock, then export the desired animation. Works for me

  • @lollerkiller900
    @lollerkiller900 3 ปีที่แล้ว

    4:25 it doesn't show my Skeleton. do you know why and how i can change it?

    • @PendingKill
      @PendingKill  3 ปีที่แล้ว

      Try checking that you have set up the retargeting manager in your custom skeleton, mapping the custom bones to the Humanoid Rig.

  • @donvarsmak5688
    @donvarsmak5688 3 ปีที่แล้ว

    Why my character floats when i retarget animation from mannequin

  • @ssshammi
    @ssshammi 2 ปีที่แล้ว

    It's getting so confusing. if I do not have to convert this to another.

  • @cerealexperiments8189
    @cerealexperiments8189 2 ปีที่แล้ว

    You're an absoulte legend. I wish many free chicken nuggets upon you!

  • @solofilmmaking
    @solofilmmaking 3 ปีที่แล้ว

    this tutorial is good, but we have problems with fingers :(

  • @rvill1
    @rvill1 3 ปีที่แล้ว

    you can not just use a t pose you had from a animation, cause we don have it

  • @fruitplatee
    @fruitplatee 2 ปีที่แล้ว

    Am I the only one where retargeting makes ue4 crash?