How to Rig the Unreal Mannequins with Advanced Skeleton in Autodesk Maya

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  • เผยแพร่เมื่อ 19 ก.ย. 2024

ความคิดเห็น • 64

  • @brianfordhamm2740
    @brianfordhamm2740 วันที่ผ่านมา

    Thank you for this tutorial. I was finally able to manipulate the model Character Creator 3 had generated as it included no control rig in the actual model. But Advanced Skeleton has managed to recreate it.

  • @StrongzGame
    @StrongzGame หลายเดือนก่อน +1

    extremely helpfully, ue dev getting into maya

  • @noahdenny355
    @noahdenny355 5 หลายเดือนก่อน +2

    This is absolute gold

  • @gregorybennings8718
    @gregorybennings8718 ปีที่แล้ว +1

    Thanks for this.

  • @rickdlol
    @rickdlol 11 หลายเดือนก่อน +1

    great content, thanks!

  • @jtricker1614
    @jtricker1614 ปีที่แล้ว +1

    great video thanks.

  • @JoshPurple
    @JoshPurple 4 หลายเดือนก่อน +1

    Outstanding 🏆🏆🏆! Thank You 🙂!

  • @iliana687
    @iliana687 ปีที่แล้ว +3

    Thank you for this tutorial! it is really helpfull. I have a question, with this method is it possible to add blendshapes from Adv Skelton after doing the rig?

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว +1

      Glad it’s a helpful workflow for you! Yes once you have rigged it with the template you can customize as you wish, you may need to reimport that skeleton/rig to your unreal project depending on what changes you made to the advanced skeleton setup.

  • @JasonAdank
    @JasonAdank 7 หลายเดือนก่อน +1

    Is there an auto-skinning plugin for maya? I'd like to prep custom characters using the UE mannequin skeleton so I can import them into UE and use the UE animations directly on the skeleton without having to do retargeting.... But Im not rigger, and I completely suck at painting blend weights.

  • @Ciaurrix
    @Ciaurrix 10 หลายเดือนก่อน +1

    Animating in Maya works fine, but trying to use gameexporter while only selecting the root causes errors in Unreal. If I select the mesh, bones, and controls, I'm able to successfully import into Unreal, however the animation asset itself doesn't appear to work properly, the bones wiggle slightly and it doesn't animate in Unreal as it animates in Maya.

    • @ClassCreatives
      @ClassCreatives  10 หลายเดือนก่อน

      Seems like a bug, try to report it to Advanced Skeleton as the mannequin templates are a relatively new feature that was added

    • @Manuschan
      @Manuschan 8 หลายเดือนก่อน

      @ciaurrix Just select that root individual by pressing + icon in outliner and now export selection in game export tab and import in ue5 by selecting manny skeleton thats it

  • @worbarry9735
    @worbarry9735 ปีที่แล้ว +1

    would you be able to show the process of exporting a custom animation even just something as simple as move the hand up and down, when i export the animation to unreal there is no movement at all but there is in maya?

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว +1

      Yessir we are working on that now 🫡

    • @worbarry9735
      @worbarry9735 ปีที่แล้ว +1

      @@ClassCreatives thanks so much lol i have asked about this in loads of groups no one can tell what to do surely it cant be that hard

  • @tarandeepsingh2611
    @tarandeepsingh2611 ปีที่แล้ว +1

    Hey ,thanks for the informative video.Can we export that rig?

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว

      Yes the rig and/or animations can be exported from Maya to Unreal.

  • @ManaIndieDev
    @ManaIndieDev ปีที่แล้ว +1

    Thanks for the clear tutorial!
    Is it possible to import a mannequin animation from Unreal onto the Advanced Skeleton rig in Maya?
    For example, I may want to animate an attack that starts from a specific pose within the run cycle, so that it will blend nicely.

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว

      Glad you enjoyed the workflow info 🤗Regarding your question, yes this is possible, we are going to post a video about how to do it 👍

  • @derdinne
    @derdinne ปีที่แล้ว +1

    hi, thanks for video. i tried it but i couldn't find how i can involve root joint to animation. And if root joint don't be involved to animation, animation can't be a root motion animation.
    Is there any tool about it in this script?

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว +1

      We’ll try and include some details in our next video 👍

    • @derdinne
      @derdinne ปีที่แล้ว

      @@ClassCreatives Thank you 👍

  • @worbarry9735
    @worbarry9735 ปีที่แล้ว +1

    how did you switch the hand from FK to IK?

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว

      There are controls to switch to ik/fk. If it is already animated, it needs to be baked for AS and there is another switch called match on ART tools, video coming on how to do do both! 👍

    • @worbarry9735
      @worbarry9735 ปีที่แล้ว

      @@ClassCreatives BakeHumanIK from the Advanced skeleton panel is that what you mean?

    • @worbarry9735
      @worbarry9735 ปีที่แล้ว

      Found it, it was in the picker under anim

  • @M-gf9gu
    @M-gf9gu 7 หลายเดือนก่อน

    I'm pretty stumped and can't find anything online. I'm getting this error: ""Scapula" is on the Left side, FitSkeleton side-joints must start on the Right side. (or have "noMirror" attribute added)"
    I did Check > Create + Place FitSkeleton, and that worked fine. Using the Unreal5 template, as this is with the Unreal5 skeleton, so a slight deviation from your video. I left the AdvancedSkeleton and Other joint names as is, and the skeleton I have is appropriately named.
    I'm pretty confused by the error, as the Scapula corresponds to the clavicles, which are clavicle_l and clavicle_r... shouldn't be any issue with left or right?
    By the way, the Scapula bone that it made is absolutely NOT on the left side like the error says, it is on the right like everything else.

    • @ClassCreatives
      @ClassCreatives  6 หลายเดือนก่อน

      Thanks for the note, we are in the process of making more videos, hopefully they will help the clarify the process

  • @Bikkufootballtalks
    @Bikkufootballtalks ปีที่แล้ว +1

    Is mudbox still an industry standard software for character design or should i learn z brush which is still wn industry standard

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว +1

      Zbrush is still the go to industry standard for character modeling at most AAA and feature studios.

    • @Bikkufootballtalks
      @Bikkufootballtalks ปีที่แล้ว

      @@ClassCreatives 👍❤️

  • @youhei92
    @youhei92 11 หลายเดือนก่อน

    When I press Create button, there is a pop up with message: "Clashing Names Detected. Names that AdvancedSkeleton needs to use, are detected in the external skeleton. To proceed, a NameSpace will be added to the external skeletion, to avoid the name-clashes. The lashing names are: Head". What could I do?

    • @ClassCreatives
      @ClassCreatives  11 หลายเดือนก่อน

      Hi, thanks for your comment, yes, after importing facial animation, there will still be a MetaHuman Skeleton in your file.
      This will "NameClash" if you also try to import a Motion Skeleton file, so you must delete the MetaHuman Skeleton, for importing any other file.

  • @yuzenpro3263
    @yuzenpro3263 6 วันที่ผ่านมา

    Will it work with MetaHumans?

    • @ClassCreatives
      @ClassCreatives  6 วันที่ผ่านมา

      Yes and we cover the MetaHuman workflow

  • @annemonx
    @annemonx ปีที่แล้ว

    Hello , would you mind doing a video for this maya to unreal pipeline but with Unreal5. There seems to be a problem either of the joints, the fbx or the export to unreal. It would be very helpful as there have been questions in the Reddit for UE5 for this

    • @ClassCreatives
      @ClassCreatives  ปีที่แล้ว +1

      Hi Anne,
      This video and workflow is with UE5 and includes both the UE4 and UE5 manequins. We'll be doing a new video to showcase even more workflows that students have been requesting from us. Stay tuned

  • @yitengchew7895
    @yitengchew7895 11 หลายเดือนก่อน

    Hi, does the rig able to turn into Human IK in Maya?

    • @ClassCreatives
      @ClassCreatives  11 หลายเดือนก่อน

      Advanced Skeleton supports IK controls as well as FK and matching

  • @iurimonteiro4767
    @iurimonteiro4767 2 หลายเดือนก่อน

    yeh but the rbf are not working

  • @mx-gamesdev8287
    @mx-gamesdev8287 10 หลายเดือนก่อน

    when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin, How do i fix this issue.

    • @ClassCreatives
      @ClassCreatives  10 หลายเดือนก่อน

      We haven’t encountered this issue as long as your skeleton is 1:1 with UE4 or UE5 skeletons using the templates, if they are not 1:1 it will fail. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.

    • @mx-gamesdev8287
      @mx-gamesdev8287 10 หลายเดือนก่อน

      @@ClassCreatives it is the unreal skelaton directly from unreal with nothing changed i try to follow your steps and the skelaton it creates is small and yes i have set the create and place when created the created skelaton is small

    • @dskoropanov
      @dskoropanov 6 หลายเดือนก่อน

      th-cam.com/video/cCGXdmqh24U/w-d-xo.html

  • @ostaprobin1189
    @ostaprobin1189 11 หลายเดือนก่อน

    when I import a mannequin to maya, it is very large. Then, after clicking the "create + place fitskeleton" button, a skeleton is created in a T position without binding to a mannequin. How to fix it?

    • @ClassCreatives
      @ClassCreatives  11 หลายเดือนก่อน

      We haven’t encountered this issue once we updated to the latest version of AS. You’ll want to be sure you’ve selected the correct NameMatcher template (unreal or UE5) based on the exported asset from Unreal Engine you are rigging with AS.

    • @ostaprobin1189
      @ostaprobin1189 11 หลายเดือนก่อน

      @@ClassCreatives I have tried both unreal and unreal 5 templates, but still the problem remains. Also changed versions of AS. I am using UE 5.3, Maya 2019/2022. Thanks for the reply!

    • @ClassCreatives
      @ClassCreatives  11 หลายเดือนก่อน

      @ostaprobin1189 try to mention it to Advanced Skeleton, sometimes their updates break what was working previously. There could be some other issue going on that is preventing it from aligning to your mannequin mesh.

    • @ostaprobin1189
      @ostaprobin1189 11 หลายเดือนก่อน

      @@ClassCreatives thank you so much, I'll try it

  • @phaeton01
    @phaeton01 10 หลายเดือนก่อน

    nothing happens when i click build advanced skeleton, and the create fit skeleton doesnt create anything, anybody else had this?

    • @ClassCreatives
      @ClassCreatives  10 หลายเดือนก่อน

      Be sure that you select the right skeleton template that matches your character (UE4 or UE5) if the skeleton you are trying to rig is not exactly to the specs of the skeleton it will not allow it to be rigged with the template, it needs to be 1:1 for it to work based on our experience

  • @VarlamDWMA
    @VarlamDWMA 9 หลายเดือนก่อน

    Dont know why but imported mesh is too big for the scene and when controls created with advanced skeleton they are definitely small

    • @ClassCreatives
      @ClassCreatives  9 หลายเดือนก่อน

      We’ve seen this happen sometimes as well, tends to be when the tool gets updated, it could be a bug depending on the version you are using

    • @dskoropanov
      @dskoropanov 6 หลายเดือนก่อน +1

      th-cam.com/video/cCGXdmqh24U/w-d-xo.html

  • @BritK-xh4gz
    @BritK-xh4gz 4 หลายเดือนก่อน

    Sorry this is terrible. Most people are going to import their own mesh in not something from Unreal.

    • @handle7675
      @handle7675 2 หลายเดือนก่อน +1

      Description says unreal manny mate?

  • @xaydaralikimsanboyev9019
    @xaydaralikimsanboyev9019 10 หลายเดือนก่อน

    Hi , how can I add Global On hands ?
    Can someone help me🥸

    • @ClassCreatives
      @ClassCreatives  10 หลายเดือนก่อน

      Global/World IK and Local IK are already built in Advanced Skeleton by default. We'll be releasing a video about settings soon inside the gui along with other workflow tips