Level up your animations: Free retargeting MoCaps to Rigify rigs (Blender 3.3)

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  • Опубликовано: 29 сен 2024
  • If you're looking to level up your animations, then you need to add MoCaps to your toolbox! MoCaps is a Retargeting API that allows you to track and measure user engagement with your animations. This is a powerful tool that can help you to increase your audience engagement and conversion rates.
    In this video, we're going to show you how to add MoCaps to your Rigify animations. After watching this video, you'll be able to retarget any MoCap to your Rigify Rigs.
    Just remember to use Blender 3.3 or below
    Mixamo: mixamo.com
    MoCapOnline: mocaponline.com
    Rokoko: rokoko.com
    Jinx Character: www.cgtrader.c...
    #blender #3dcharacter #rigging #3d #character #characterrigging #rigify #3danimation #mocapanimations #retargeting

Комментарии • 42

  • @xpea16
    @xpea16 5 месяцев назад +2

    Thanks for using my rig ! I love it your video

    • @mck3D
      @mck3D  5 месяцев назад +1

      Thank you Xpea, and thanks for your great rig, It's so smooth and well made

  • @soumyadeepdas8638
    @soumyadeepdas8638 3 дня назад

    whem im gonna retarget animation from my cutom video to a king kong model from cg tader (already rigged) using rokoko blender plugin, it results some weired stretches. How to fix it?????

  • @10MinuteEditing
    @10MinuteEditing 6 месяцев назад +1

    This video is very useful but I'm facing a problem.
    I re-target a character with rigify face rig. But the face controls go far away from the character. Everything works well without the face controls. Do you have any solutions? Advance thanks ❤

    • @mck3D
      @mck3D  6 месяцев назад

      retargeting a face animation is not an easy thing to do, you need the exact bones on the source and target armature, and in the end, the animation is not real due to the fact that good face animations require you to have a lot of blended shapes on the head to support different facial changes in face movements but with all that said it's still possible, you just need to have the same bones on both source and target model, and if you retarget your face animation separate from the body means that you've recorded a separate animation only for the face, it might be the issue because animation is changing in the bones rotation, location, scale and if these parameters are not the same on both model from the start it can cause problems if you have face animations on a separate head model I can suggest you to add that in the blender then move it and scale as close as it's possible to the target head, then apply transforms by pressing CTRL + A then try to retarget.
      If it's not the case please give me more information.

  • @Pulciu
    @Pulciu 9 месяцев назад +1

    There are some solid mocaps on the UE5 marketplace as well, however I'm having a really hard time retargeting them to my Rigify rig in Blender. Have you tried this before, do you have any tips on how to make it work? Thanks!

    • @mck3D
      @mck3D  9 месяцев назад

      I always bring rigs from Blender to unreal TBH I never tried to bring unreal MoCaps to Blender, but in general there are two things that are important 1-rest pose and 2-bones retargeting, for the bones retargeting you can import both skeletons together and visually check which bones on the mocap skeleton matches the other bones on the other skeleton, and try to retarget the bones of the same position, if you can't find any solution, I can check it for you, just let me know.

    • @Pulciu
      @Pulciu 9 месяцев назад +1

      @@mck3D hey, after doing a bit more research it looks like some of the bones were not positioned correctly and that's what was causing the issues, thank you for your suggestions!

    • @mck3D
      @mck3D  9 месяцев назад

      You're welcome, I'm glad to see your problem fixed, I hope that I helped you in the process and thank you for sharing you experience with me and everyone, best wishes for you.

  • @Lawfulet
    @Lawfulet Год назад +1

    negative comment 😡

    • @HelenRadkev
      @HelenRadkev Год назад +1

      wth

    • @mck3D
      @mck3D  Год назад +1

      And why is that?

    • @Lawfulet
      @Lawfulet Год назад +2

      @@mck3D how dare you use the same rig I stole 😠😡😡😤

    • @mck3D
      @mck3D  Год назад +1

      Hahaha, really? Tbh it's a good rig, the rig that comes with the character is much better than rigify but I had to rigify it for the video

  • @EiSandarKyaw-og7sc
    @EiSandarKyaw-og7sc Месяц назад

    I found rokoko add on installion error. My installation is done but not showing option. How can i solve it?

  • @TheWatchers_Tv
    @TheWatchers_Tv Месяц назад

    THankk yooooooooooooo
    uuuuu

  • @RandMpinkFilms
    @RandMpinkFilms 2 месяца назад +1

    Fantastic gem! Thank you for this! Best tutorial on this I've ever seen!

    • @mck3D
      @mck3D  2 месяца назад

      Thank you so much, I'm glad you've found it useful.

  • @AsianaSims
    @AsianaSims 11 месяцев назад +1

    Thanks ❤. And can you help me? Where can I write to you whith screenshorts

    • @mck3D
      @mck3D  11 месяцев назад

      You're welcome, I'm glad it helped you.
      Sure, what is your problem?
      You can contact me on Instagram: @pooyamck

  • @MaximilianonMars
    @MaximilianonMars 11 месяцев назад +2

    Thank you my guy, this is a great tutorial and just what I need at the moment, thank you!

    • @mck3D
      @mck3D  11 месяцев назад +1

      You're very welcome, glad it helped you, it matters the most to me and thank you for watching.

  • @Bluemograph
    @Bluemograph 3 месяца назад +1

    Learning blender until I got panda eyes😮

    • @mck3D
      @mck3D  3 месяца назад

      haha

  • @mehdibelhous9279
    @mehdibelhous9279 4 месяца назад +1

    How how to import the saved bone naming preset ?

    • @mck3D
      @mck3D  4 месяца назад

      In the Rokoko addon in the "N" panel, there is a section at the bottom named: " Custom Naming Schemes", there you can export and import the bone namings.

  • @gc_show
    @gc_show 9 месяцев назад +2

    How to animate two characters in one scene? Blender won't let me do this.

    • @mck3D
      @mck3D  9 месяцев назад +1

      Do you mean retargeting or hand-made animation? In general, for animations you have Timeline, Dope Sheet, Action Editor, and Graph Editor, put the timeline aside in the Dope Sheet and action editor you can see each control rig and you can make keyframes for them and you can fine tweak them in the graph editor, it doesn't matter how many characters or objects you have in the scene, all of them are listed.

    • @mck3D
      @mck3D  9 месяцев назад

      You can even create different animations for each character in the same scene, in the Action Editor just create a new action, actions are different animations, EX: I have "Run" action, "Walk" action, etc

    • @gc_show
      @gc_show 9 месяцев назад +1

      I mean, I can’t have bone controllers for two characters at once using this addon.@@mck3D

    • @mck3D
      @mck3D  9 месяцев назад

      Oh, yes, when you are trying to rig them, the addon can only identify one control rig, so you need to set the rig for one character at each time, you can save your character separately and import them to a scene, then you can use both of their control bones simultaneously for animation.

    • @gc_show
      @gc_show 9 месяцев назад +1

      If I export a skeleton + character, and then import it into another scene, this skeleton has additional bones and they can no longer become controllers

  • @azrabehnamian1303
    @azrabehnamian1303 Год назад +1

    😮👏👏👏👏👏🎉

  • @druidwc3
    @druidwc3 Год назад +1

    Thanks for video bro🤝

    • @mck3D
      @mck3D  Год назад +1

      No problem 👍Thank you for watching!