For technical support and request, please make comment in mocopi FunLab Discord. 技術サポートやリクエストについては、mocopi FunLab Discordで承ります。 discord.com/invite/fX4CqTBJnr
@raynosbySony If I have a Mocopi Animaiton Sequence at 60 fps in a 24 fps Sequencer timeline - the framerates do not match. So, If you record Mocopi Motion Capture at 60 fps inorder to keep the motion capture fidelity high, how do you downsample the Animation Sequence to a Sequence Timline of 24 fps? I know that Rokoko Studio has a downsampling function (but you need to pay for this function). Does anyone know how to downsample the framerates in Unreal Engine?
For some reason I am having issues retargeting the animation file and putting it on Manny to work. I used the LiveLink capture method. Any thoughts on that?
For technical support and request, please make comment in mocopi FunLab Discord.
技術サポートやリクエストについては、mocopi FunLab Discordで承ります。
discord.com/invite/fX4CqTBJnr
Thank you for showing both methods. I'll test the live link source method late next week.
@raynosbySony
If I have a Mocopi Animaiton Sequence at 60 fps in a 24 fps Sequencer timeline - the framerates do not match.
So, If you record Mocopi Motion Capture at 60 fps inorder to keep the motion capture fidelity high,
how do you downsample the Animation Sequence to a Sequence Timline of 24 fps?
I know that Rokoko Studio has a downsampling function (but you need to pay for this function).
Does anyone know how to downsample the framerates in Unreal Engine?
For some reason I am having issues retargeting the animation file and putting it on Manny to work. I used the LiveLink capture method. Any thoughts on that?
How can I add the baked animation to another skeletal mesh? Can you make a tutorial of that, or post resources on how to accomplish this. Thanks
yes, please. I cannot get it to work for me.