[Blender] Retargeting using Rokoko (COMPLETE guide)

Поделиться
HTML-код
  • Опубликовано: 5 ноя 2024

Комментарии • 244

  • @CGDive
    @CGDive  8 месяцев назад +2

    🔥Rokoko has kindly provided a discount for CGDive viewers!
    Get 10% OFF Rokoko Gear using code *RKK_CGDIVE* at checkout.
    glnk.io/3vn51/cgdive

  • @TungVinhLong89
    @TungVinhLong89 Год назад +19

    I know that most people who take the time to search for tutorials online are newbies. And you have created a video that serves the needs of those who are new to blender. You do it very clearly, in detail, slowly, seamlessly, logically, and most importantly, complete and complete. Beginners will learn all that is needed to create the final product by watching a single video. Make newbies save time searching. I really support this style of making videos. Wish you have more followers. You have done an excellent job.

    • @CGDive
      @CGDive  Год назад +1

      Thank you!

  • @nicholasekubi4794
    @nicholasekubi4794 2 года назад +8

    Give this man a medal. You're talking about what nobody else is talking about. This is quality and passion for craft at its finest.

  • @MrDarkblader1
    @MrDarkblader1 3 года назад +27

    Wow awesome video! I'm the one developing this plugin and thanks to this video I'm sure that I can improve some of the issues with the retargeting. Also thanks for providing the scene files, this helps a lot!

    • @RiggingDojo
      @RiggingDojo 3 года назад +1

      The main thing that could help improve the plugin is to allow multiple source/targets so that the Source FOOT or ANKLE can drive both the FK and IK targets on a rig so the constraint or post workarounds are not as needed.

    • @MrDarkblader1
      @MrDarkblader1 3 года назад

      @@RiggingDojo Do you mean multiple target bones per source bone? I can look into that, thanks!

    • @CGDive
      @CGDive  3 года назад

      @@MrDarkblader1 Hi, thanks for commenting and I am happy to hear you'll looking to expand the addon. It's pretty awesome already.
      Great suggestions from @riggingdojo , they know what they are talking about!
      Yeah, it would be nice if we can make the workarounds and hacks unnecessary. Feel free to use the scene files. Let me know if you need anything else.

    • @RiggingDojo
      @RiggingDojo 3 года назад +1

      @@MrDarkblader1 Yes, correct, one source, several targets

    • @MrDarkblader1
      @MrDarkblader1 3 года назад +4

      @@RiggingDojo @CGDive I have just added support for multiple target bones per source bone in the beta branch. You can simply add a new entry to the bone list with a new button.
      Feel free to try it out by updating to the beta branch via the built-in updater! Feedback is appreciated :)

  • @johndeggendorf7826
    @johndeggendorf7826 3 года назад +5

    You are the DUDE. This is the A -Z. Deep & thorough. The Rokoko suit is not on my wish list, but I’m staying for the series. Massive thanks 🙏 🙏🙏☕️🎩

    • @CGDive
      @CGDive  3 года назад

      You're welcome and more is coming :)

  • @seeoverthisTV
    @seeoverthisTV Год назад +2

    Wow. It is insane how much you helped me with this video alone! Thank you very much for your dedication and time! It's really really much appreciated! Thank you!

  • @greenflamingoentertainment8613
    @greenflamingoentertainment8613 Год назад +2

    What a legendary tutorial, CGDIVE, you are a legend.

  • @animazzers
    @animazzers Год назад +1

    After retargeting, I want to edit some movements of the main character, but if I edit, it returns to its previous state. I think you're saying 15:26 right here. What is the solution to this? Other than graph editor? Thank you, I'm waiting for your answer, it's important 😀

  • @sherzoderkinov4498
    @sherzoderkinov4498 Год назад

    Nobody is doing nearly as good explanatory videos as you! Literally diving deep. Thank you👍

    • @CGDive
      @CGDive  Год назад

      Thanks! I appreciate that!

  • @cliveagate
    @cliveagate Год назад

    As a newbie to Rokoko this is gold dust, thank you 👍

  • @Fikso1
    @Fikso1 2 года назад +1

    I first tried ARP and didn't had much success, watched many other videos and I was avoiding this video because of the
    length. it is definitely the best mocap retargeting video on youtube and it was worth to watch it! :D

    • @CGDive
      @CGDive  2 года назад

      ARP retargeting is great too, by the way. I have a similar video about that :)
      ruclips.net/video/HHnt-3uLSUo/видео.html

    • @Fikso1
      @Fikso1 2 года назад +1

      @@CGDive I watched it but didn't had success, my mocap was too bad and I couldn't figure it out, this time I had better mocap to work with and easier rig hahah

  • @luxor9339
    @luxor9339 2 года назад

    I must say again: Blender community is awesome !

  • @ohmycaaat
    @ohmycaaat 9 месяцев назад

    this video is great!!! you did such a great job. A large number of completely different rigs are considered and this gives an understanding of the overall picture.

  • @mykhailoshyshkin8804
    @mykhailoshyshkin8804 3 года назад +1

    Amazing bro?Thank you so much!!!Now iam wait my Rokoko suit,but watch all videos about it!Thanks friend wor your hard work!!!

  • @poochyboi
    @poochyboi Год назад

    I wish i could hug u right about now. and I cant believe i missed this video. This WHOLE year i've been thinking of ways to retarget animations to a rigify rig because of how complex the bone structure is. ended up with trying to make my own rig, using different riggers, and rig types...so many head aches so much time troubleshooting....and only now on christmas day did i end up on this video. this is a real christmas present!

    • @CGDive
      @CGDive  Год назад +1

      Awesome! The Rigify workflow can be much simpler but I don't think I've shared the simple steps yet. I'll try to make a new video for next week. Keep an eye out.

    • @poochyboi
      @poochyboi Год назад

      @@CGDive thank you! Also if you are familiar with cascadeur, finding a way to import into cascadeur would benefit ALOT of blender animators. It is a physics based animation tool that allows for faster and more realistic humanoid animations. The problem is that it only likes simple FK rigs and rigify rigs are anything but simple.

    • @CGDive
      @CGDive  Год назад +1

      @@poochyboi cascadeur looks amazing. Definitely looking forward to trying it and covering it on the channel.

  • @BlenderInferno
    @BlenderInferno 8 месяцев назад

    Another amazing series Todor I've learned so much about rigging and skinning from you and this series is another great topic I wanted to learn about, thank you for all the great resources and addons :)

    • @CGDive
      @CGDive  8 месяцев назад +1

      Thanks, mate! Glad the channel is useful :)

  • @RiggingDojo
    @RiggingDojo 3 года назад +1

    Great and 100% approve this for training and learning retargeting in Blender.

    • @CGDive
      @CGDive  3 года назад

      Thank you!

  • @BlackRodger
    @BlackRodger Год назад

    IK pole workaround helped a lot. Thanks!

  • @CaCriGuz
    @CaCriGuz 2 года назад

    Dude! This video is amazing. Thank you so so much for taking the time to explain all this so well. You can´t imagine how helpul you´re being.
    Thanks and cheers from Colombia.

    • @CGDive
      @CGDive  2 года назад +1

      Glad it was useful, parcero :)

    • @CaCriGuz
      @CaCriGuz 2 года назад

      @@CGDive haha

  • @KeiMChiba
    @KeiMChiba 3 года назад

    As always, very comprehensive and easy-to-understand. I have learned a lot again. Thank you!

  • @samgoldwater
    @samgoldwater 2 года назад

    Your amazing work here is why I love youtube

    • @CGDive
      @CGDive  2 года назад

      Thank you!

  • @BarendCombrink
    @BarendCombrink 2 года назад

    Thank you so much for these videos. You are a legend.

  • @Olstman
    @Olstman 3 года назад

    Just perfect as usual! Best step by step animation tutorials all over youtube

  • @TomPlumley1
    @TomPlumley1 2 года назад +1

    Subscribed! Great stuff! I'm still having trouble with retargeting a mixamo to a custom rig with clothes.
    It has some IK bones and I think it's messing things up. But these have been so helpful and im getting closer and closer - thanks!

    • @CGDive
      @CGDive  2 года назад

      Great! Drop by our Discord if you need help
      discord.gg/YFH5HUv

  • @mikerusby
    @mikerusby Год назад

    I wasn't expecting this to solve some of the problems I was having, but it did , thanks
    it seems weird that the whole thing relies so much on the two rigs being the same ( ish) in proximity/shape when it is transferring joint rotations? I managed to line up the 2 rigs pretty closely by rotating and scaling the bones along their own normals in pose mode.
    I guess i would have to do this every time i need a new mo cap?

  • @NickSeegobin
    @NickSeegobin 2 года назад

    WOW!! Incredible tutorial man.

  • @kidkozy
    @kidkozy 11 месяцев назад +1

    great tutorial very insightful👏

  • @ganonfan08
    @ganonfan08 11 месяцев назад

    Brother you are a life saver.

  • @VladislavMusicBand
    @VladislavMusicBand 2 года назад

    thanks to cg dive we now can use mocaps with rigify but not metarig!

    • @CGDive
      @CGDive  2 года назад +1

      Yes, please don't use the metarig! :)

    • @VladislavMusicBand
      @VladislavMusicBand 2 года назад +1

      @@CGDive You're a lifesaver

  • @tinkerboi
    @tinkerboi 8 месяцев назад

    Thank you so much for this video, it helps me understand re-targeting better
    Around 27:40, there is a part where you constraint Rigify Control bone to the Intermediate Bone
    In theory, the intermediate bone is created from the rigify control itself, would it make more sense and less work to just directly assign the Rigify Armature with the already targeted intermediate rig? Since the name should match, in theory, there is no need to contraint and bake

    • @CGDive
      @CGDive  8 месяцев назад

      Ahhh, you mean to assign the action you retargeted onto the intermediate rig to the default Rigify rig. My guess is that the action will play but it will look broken because the parenting of the two rigs is different. If I am wrong and it does work, then it would be a really nice speed up of the workflow but I don't think so. Lemme know if you test it!

  • @Drakeout
    @Drakeout 4 месяца назад

    Do you know why B-Bone chains explote even if the bone is not one of the retarget ones ?

    • @CGDive
      @CGDive  4 месяца назад

      I have never seen B-Bone chains "explote" (or even explode). :) I have no idea what that might mean.

  • @chawhifilms
    @chawhifilms Год назад

    This is very useful but I’m curious if you retargeted the animation to an irregular rig. I was thinking of using the Lego figrig with rokoko’s targeting, thoughts on doing this?

  • @eduardfrades6972
    @eduardfrades6972 8 месяцев назад

    The best tutorial ever found.

    • @CGDive
      @CGDive  8 месяцев назад +1

      Wow, thanks!

    • @eduardfrades6972
      @eduardfrades6972 8 месяцев назад

      Btw, rigify or auto-rig pro when importing mocap from rokoko?

    • @CGDive
      @CGDive  8 месяцев назад +1

      @@eduardfrades6972 Whichever you like :) I find Auto-Rig Pro a bit easier to use.

  • @artofadval
    @artofadval 2 года назад

    This tutorial is amazing! Thank you so much.

  • @syntax_error6882
    @syntax_error6882 3 года назад +1

    great!! thanks for the sharing

  • @rettbull9100
    @rettbull9100 11 дней назад

    I have to come back to this video everytime I try to retarget. I always forget A-pose issue with retargeting.

    • @CGDive
      @CGDive  11 дней назад

      Great to hear. Took a while to put it together but I think it solves most of the common problems.

  • @3dyem
    @3dyem 2 года назад +1

    Great

  • @derschmeidt2224
    @derschmeidt2224 Год назад

    Very good tutorial, thank you. Just one question: What do I have to do with the bones of the FK rig if it has more bones than the mocap rig? My DAZ figure has twice as many bones.

    • @CGDive
      @CGDive  Год назад

      It really depends on the bones. Some bones are not essential and can be skipped. Others may require "creative" solutions.
      It's hard to say without actually doing it but here is a video I did on how to handle non-standard armatures
      ruclips.net/video/ZfLU2NXWsUE/видео.html

  • @jchvon8688
    @jchvon8688 3 года назад +1

    so amazing!

  • @ItsWesSmithYo
    @ItsWesSmithYo 8 месяцев назад

    Dude, you are the retargeting GOAT among other things #strongworkyo

    • @CGDive
      @CGDive  8 месяцев назад

      haha, cheers, man!

  • @3dmaxers
    @3dmaxers 2 года назад

    Nice tutorial. Thanks a lot !

  • @thomasmaier7053
    @thomasmaier7053 3 года назад

    Whew. So I'm done with animating my first character. Now it's off to waiting for the motion cleanup video I guess :D

    • @CGDive
      @CGDive  3 года назад

      I might take a while still. Keep it up!

  • @kristianmollermunar
    @kristianmollermunar 2 года назад

    thank you for a wonderful tutorial 🔊🔊🔊

  • @MagicSwordFilms
    @MagicSwordFilms Год назад

    you are so helpful

  • @accomplishedindoorsman2975
    @accomplishedindoorsman2975 2 года назад

    I have a question/comment which I have not seen addressed in any video yet. Supposing I want to add an adjustment layer to mocap data which I've retargeted to a Rigify rig, in order to non-destructively nudge my mocap data: It seems to me that this will work best if the bones of the rig are using Euler rotation rather than Quaternion. The reason being that mathematically, quaternions cannot be added to each other, where as Eulers can since they represent simple rotations around each axis. So my thinking is, the best practice for Rigify rigs in a mocap setting, would be to set them to Euler YZX (before retargeting) for easier adjustment layers. Then in the NLA you can add an adjustment track above your mocap, set it to blending mode "Add", and start adding your adjustments. Appreciate feedback from CGDive or any other blenderheads!

    • @CGDive
      @CGDive  2 года назад

      I am not familiar with the math behind quaternions but I know that in practice you can use addative NLA layers regardless of the rotation mode. (as long as all tracks have the same rotation mode)
      Please see my NLA playlist here
      ruclips.net/p/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ
      I think I showed some NLA techniques in my some of Mixamo videos but I can't remember in which one :)
      ruclips.net/p/PLdcL5aF8ZcJvj16SZQ-w5C3RLtUyVgdOV

  • @eelhum
    @eelhum 2 года назад

    You are a life saver

  • @animereviewin4k
    @animereviewin4k 2 года назад

    OMG what a video thank you thank you so much really man

    • @CGDive
      @CGDive  2 года назад

      Glad it has been useful :)

  • @杨小威
    @杨小威 2 года назад

    Thanks for such a comprehensive tutorial on redirection, I also have a question: how do I set up a mirror image of my animation?

    • @CGDive
      @CGDive  2 года назад

      Hi. If I am not mistaken, you have to copy all curves in the curve editor, then press CTRL+alt_V to paste the flipped action.

  • @fabulousshades7723
    @fabulousshades7723 Год назад

    wow .thank you for your patience. i learned much in this tut,but i want to know how to give two animations retargets for one character one after anonther. if you see this msg please give answer, thank you again.

    • @CGDive
      @CGDive  Год назад

      Glad it helped!

  • @indiangta5mods
    @indiangta5mods 2 года назад

    thank you so much Sir

  • @vu8422
    @vu8422 10 месяцев назад

    I love this video, i'm vietnamese

  • @dianaobozova
    @dianaobozova 2 года назад

    Thank you very much for your work! I ran into a problem with retargeting, can you give me a hint? The target model bounces up or vice versa down relative to the center of the world (with the scale, position and rotation applied)

    • @CGDive
      @CGDive  2 года назад

      Not sure. You can try asking the question on our discord and include images/video/blend files
      discord.gg/YFH5HUv

  • @Ahmed_1989
    @Ahmed_1989 Год назад

    Thank you very much bro

  • @novanvfx
    @novanvfx 22 дня назад

    how appriecate you hardwork which you are doing for the community

  • @thomasmaier7053
    @thomasmaier7053 3 года назад +1

    Can't wait for part 3 with the cleanup.
    Then my pipeline from downloading assets to having game-ready animations for Godot is almost complete right?

    • @CGDive
      @CGDive  3 года назад +1

      I'll try to do it soon. With Rokoko and Auto-Rig Pro next, we'll have good tools for retargeting. So then we need to do something with these animations :)

    • @thomasmaier7053
      @thomasmaier7053 3 года назад

      @@CGDive If you got a full download to Godot playlist, you'll surely get some more Patreons by posting on /r/godot
      Main reason I became one - just great content mate!

    • @CGDive
      @CGDive  3 года назад +1

      @@thomasmaier7053 Thanks, Tom! I am not sure what you mean by "a full download to Godot playlist" tho. Could you elaborate?

  • @Rockingbird221
    @Rockingbird221 3 года назад

    你的系列都太棒了!

    • @CGDive
      @CGDive  3 года назад

      谢啦!

    • @Rockingbird221
      @Rockingbird221 3 года назад

      @@CGDive 哈哈哈哈,可以无障碍中文对话啊!

    • @CGDive
      @CGDive  3 года назад

      @@Rockingbird221 是的...感谢谷歌翻译:) 哈哈

  • @MikuDanceAnima
    @MikuDanceAnima 3 года назад +1

    I wish they would arrive here in bolivia, there is no way to buy the suits.

  • @jeisonvillalobos4280
    @jeisonvillalobos4280 2 года назад

    Hi Master, Great tutorial, I want to ask if you can explain how i can rig a character in blender with the UE skeleton addon to use rokoko retargeting in UE5 but with facial rig to use the facial mocap rokoko library as well, because the blender addon for rigging with the UE skeleton dosent have facial rig and the rokoko facial mocap system require some specific shape keys to works well.

    • @jeisonvillalobos4280
      @jeisonvillalobos4280 2 года назад

      sorry for my english I hope you can understand my question

    • @CGDive
      @CGDive  2 года назад +1

      I'm not familiar with rokoko facial mocap, sorry. And the whole question is a bit too complex to answer in a comment even if I did know how to do it all 😸

  • @mendeleev_9H2PDsgXu7NmphCUEH
    @mendeleev_9H2PDsgXu7NmphCUEH Год назад

    every time when i hear or say word RIG i am remembering you

    • @CGDive
      @CGDive  Год назад

      hahahaha, that's awesome :)

  • @talonstride
    @talonstride 3 года назад

    Once you are finished with the Mocap Series, can we talk about "roll values" in the meterig because it has to do with the facial bones, especially after you generate the rig? I thought it would be an interesting topic.

    • @CGDive
      @CGDive  3 года назад +1

      We can talk about it now but I'm not sure what your mean. Can you elaborate?

    • @talonstride
      @talonstride 3 года назад

      @@CGDive in edit mode, the roll value on every bone is the rotation of the bone along its y-axis and that will determine the rotation along the x and z-axis based on the roll value. If you enable axes in the stick figure menu on your metarig, you can see the axis that it displays for each of these bones.

    • @talonstride
      @talonstride 3 года назад

      If you generate the rig, these roll values that you set on the face in the metarig will be affecting the rotation of the little points on the face in your rig. If you are not careful with your rig, bad roll values can cause a lot of problems like wonky rotation, misalignment, and other issues, so set the roll value to the correct orientation on your rig and it should work the way you wanted. This also applies to all other bones that you work with. This may be new to you but hopefully, this can help you understand the rig a little better.

    • @CGDive
      @CGDive  3 года назад +1

      Can you show me an example? You are referring to the rigify fave, right?

    • @talonstride
      @talonstride 3 года назад

      @@CGDive Yes; I was talking about that.

  • @ccoon6772
    @ccoon6772 3 года назад

    Thanks!

  • @CdeeqFilmmaker
    @CdeeqFilmmaker 3 года назад

    AMAZING!!!!!!!!!

  • @nicolomoretti6816
    @nicolomoretti6816 2 года назад

    Thanks a lot

  • @nihadninja02-zx8ve
    @nihadninja02-zx8ve 11 месяцев назад

    Thanks

  • @jeisonvillalobos4280
    @jeisonvillalobos4280 2 года назад

    10 / 5.000
    Resultados de traducción
    in summary, i need to use the mocap library from rokoko including the face, but the UE skeleton addon for blender dosent have face rig

  • @horizon928
    @horizon928 3 года назад

    great job~! thx

  • @tiraniks1158
    @tiraniks1158 Год назад

    Comment for support!

    • @CGDive
      @CGDive  Год назад +1

      Thank you!

  • @lilialee7637
    @lilialee7637 3 года назад

    thank you!

  • @bysv8701
    @bysv8701 Год назад

    Thank you, so much !

    • @CGDive
      @CGDive  Год назад

      You're welcome!

  • @IntahX
    @IntahX 2 года назад +1

    When I try to retarget it makes the position of the rig go up. How can we prevent this?

    • @CGDive
      @CGDive  2 года назад

      Could have something to do with the size difference between the source/target. Did you enable "Auto size"?

    • @IntahX
      @IntahX 2 года назад +2

      @@CGDive The fix was to set the origin at 0,0,0. I usually set my origin to center so that was the reason for the mesh to go up.

  • @minami_janai
    @minami_janai 7 месяцев назад

    do u have a video about the add on you talked about that is automated? u didnt touch on it at all

    • @CGDive
      @CGDive  7 месяцев назад

      Please provide more info. I don't remember everything I said in a video that is 2 years old :)

  • @mikerusby
    @mikerusby Год назад

    second question, how would you combine multiple animations from mixamo, without retargeting each one?
    I tried appending an action from a separate file, but this didn't work
    I wouldn't like to combine 150 different anims in to 2 big fbx, would no doubt break the universe :0

  • @TimBrennan
    @TimBrennan 2 года назад

    At 20:12 , you are drawing by just holding down the D key. Is that a preference or an addon? Thanks

    • @CGDive
      @CGDive  2 года назад

      This a default Blender feature. Hold D and draw. Give it a try :)

    • @TimBrennan
      @TimBrennan 2 года назад

      @@CGDive Ah - on mine it's shift-D for some reason. Thanks

    • @CGDive
      @CGDive  2 года назад

      @@TimBrennan Shift D is a smooth line for me. Interesting.

  • @FancyFun3433
    @FancyFun3433 9 месяцев назад

    22:40 fixing spine hyarchy

  • @canalactivado
    @canalactivado 3 года назад

    SO AMAZING!!!
    I have a curious question: Does anyone know if Vtubers could use this technology (Body Tracking with AI) or is it very very new? D:
    I understand that the Vtubers on Twitch already use AI some years ago without mocap suits (The Face Tracking uses the Neural Engine of the iPhone), but I still don't know if they already know the new AI Motion Capture methods (Deep Motion, RADiCAL, etc) D:

    • @CGDive
      @CGDive  3 года назад +1

      I am by far not an expert but if there is realtime connection with the mocap app, than it should be possible. But I think these full body services need time to process the data so I guess it wouldn't be possible at this time.

  • @ShhhHhhhz
    @ShhhHhhhz 2 года назад

    can rokoko do bulk retargeting for my own custom rig?

    • @CGDive
      @CGDive  2 года назад

      Not sure what you mean by "bulk retargeting" :)

  • @nathanielthe3rd354
    @nathanielthe3rd354 7 месяцев назад

    I got this problem, so I made a character from scratch and applied the Rigify thing onto it. I followed the Rigify stage of Ur video but when I did everything correctly like you did my character deforms at an extremely level. what can I do to stop this from happening ?

  • @ugoangeletti3556
    @ugoangeletti3556 2 года назад

    I’m retargeting a model with a set with armour. After applying each piece of armour to the individual bones, should the retargeting work? What about bone orientation?

    • @CGDive
      @CGDive  2 года назад

      Retargeting will work when you match the corresponding bones of the target-source rigs.
      I am not sure what you're trying to do. Try sharing it on our discord with more info, images etc
      discord.gg/YFH5HUv

  • @thomasmaier7053
    @thomasmaier7053 3 года назад +1

    How did you delete the bones from the Mixamo original? I have fingers that I deleted in edit mode, but they still show up in Mixamo retargeting bone list.

    • @thomasmaier7053
      @thomasmaier7053 3 года назад

      You have to delete all channels associated with that bone for the bone list to not show it anymore. TIL, might want to mention that somewhere :)

    • @CGDive
      @CGDive  3 года назад +1

      Hi, glad that you found the solution. I did mention it in a way, in the part about retargeting the custom Ik rig.

  • @stivepregent624
    @stivepregent624 2 года назад +1

    Can someone help please? I followed that series and did like in the previous video, where I saved several actions from my mocap armature into one file. When I bring the armature and the actions however, I see the actions in the NLA, but when I try to chose the armature as source, Rokoko tells me "No animated armature found". I think I'm doing something wrong since I also don't see the keyframes in the timeline, but I don't know what.

    • @CGDive
      @CGDive  2 года назад +2

      The action has to be assigned as active action in the Action editor, not in the NLA.

  • @ChuckPalomo
    @ChuckPalomo 11 месяцев назад

    Having a bit of an issue here. i'm trying to retarget a skeleton that uses a root bone and a pelvis bone. The pelvis has translation and rotation, while the root only has translation. All the other bones only have rotation values. When I run the retargeter only the root bone gets its translation values retargeted, the pelvis has no translation animation channels in the target skeleton. No matter what I do only 1 bone gets translation. I assume this is a built-in failsafe to prevent deformation on differently proportioned rigs, and that they didn't account for rigs using a root bone. Is there a setting I can change to enable translation on all bones? I can manually copy paste the translation for 1 bone while running the same process in 2 separate windows and enabling and disabling the problem joint in one and the other, but it's not an ideal solution I thinks.

  • @Tommy-fg2on
    @Tommy-fg2on Год назад

    Hey, sort of a noob question here but does the rokoko plugin work with newer versions of blender like 3.6 and 4.0, and if no what versions do they support.

    • @CGDive
      @CGDive  Год назад

      I haven't used it recently but generally they update it for the newest version of Blender sooner or later. I think I've tried it with at least 3.5.

  • @CinemaStudio_Guatemala
    @CinemaStudio_Guatemala Год назад

    Great

  • @Rasiliiii
    @Rasiliiii Год назад

    While installing rokoko it throws modulenotfound error please help to fix it

    • @CGDive
      @CGDive  Год назад

      Please ask Rokoko, I am just a tutorial guy.

  • @Haroon3D
    @Haroon3D 3 года назад

    hi once again, i need to Re-target an animation of a Reindeer to my custom reindeer but right front leg always get disturbed, rig is fine.. but it always disturbed the leg, i scale up n down, match pelvis but nothing happened now i am trying to make a another custom rig from Rigify and then i will try again but i hope it works, can't purchase AUTO rig pro right now

    • @CGDive
      @CGDive  3 года назад

      I can't say for sure. If you send me the file I could test it

    • @Haroon3D
      @Haroon3D 3 года назад

      @@CGDive How?? on Discord?

    • @CGDive
      @CGDive  3 года назад

      @@Haroon3D Discord works discord.gg/YFH5HUv

    • @Haroon3D
      @Haroon3D 3 года назад

      @@CGDive i am already in discord server,
      one quick note, if we have the bones in source RIG and dont have those bones in our RIgify then how to replace them in Rokoko menu? like i have Eyelid, ear, and tounge bones in Source rig but dont have these in my rigify RIG, then should i empty those spaces? but i think this is not gonna work while in idle animation in which those ears n stuff use to animate

  • @NeikosOfficial
    @NeikosOfficial 2 года назад

    Excuse me, how can I undo the retargeting?

    • @CGDive
      @CGDive  2 года назад

      Ctrl+z?

    • @NeikosOfficial
      @NeikosOfficial 2 года назад

      @@CGDive yeah sorry, I mean there is another way? Like unparent, delete or something. If I'm working on my character there is a way to come back in the default mode of my character? (Before the retargeting). After some changes I can't do Ctrl + z to come back on my original character

  • @processandbeing
    @processandbeing 2 года назад

    Blender (3.1) consistently fails to activate the Rokoko add-on. I'm just trying to import a mocap file so I can test my rig... it should not be this complicated.

    • @CGDive
      @CGDive  2 года назад +1

      You should contact rokoko for that. Activation in blender is definitely annoying.

  • @esvban
    @esvban 4 месяца назад

    Spent two hours trying to install the plugin no luck. 1.41 doesnt work

    • @CGDive
      @CGDive  4 месяца назад

      Which Blender version? It often takes them a while to update their addons so that it works with the latest Blender version.

    • @esvban
      @esvban 4 месяца назад

      @@CGDive 2.8, their site said it supported blender 2.8 and up
      I got it installed finally by using version 1.3 of the plugin

  • @moreadcoding
    @moreadcoding 2 года назад

    I’ve never came across this bug:
    I created a character in blender and imported it to Mixamo.I exported the fbx T-pose and an Idle animation.
    In Blender when I click on retarget animation the arms of the character go inside the body. And I don’t know why… cause the bone list is correct.

    • @CGDive
      @CGDive  2 года назад

      Sounds like different rest poses. Check your rest poses for the Source and for the Target rig respectively.

    • @moreadcoding
      @moreadcoding 2 года назад

      @@CGDive Ok so the pose position of my character is the T-pose and the pose position of the idle armature is the idle pose.
      The rest position of my character is the one I built but the rest of the idle is a t-pose

    • @moreadcoding
      @moreadcoding 2 года назад

      @@CGDive Ok I fixed by setting the rest position as a T-pose. Now everything is working.
      The animation armature does not fit perfectly, it remains slightly misaligned

    • @CGDive
      @CGDive  2 года назад +1

      @@moreadcoding Don't export a T-pose. Just export an animation and it will contain the original rest pose you set up.
      Also I am a bit lost... why do you "retarget" the same armature? You just need to apply new animations to it.

    • @moreadcoding
      @moreadcoding 2 года назад

      @@CGDive I exported the T pose of my character from Mixamo in order to have an armature.

  • @FlyingFidgets
    @FlyingFidgets 2 года назад

    I got an error while loggin in

    • @CGDive
      @CGDive  2 года назад

      Get it in touch with the people from Rokoko. Most likely you didn't enter your password correctly but it could be something else.

  • @GrottyPyro
    @GrottyPyro 2 года назад

    Has anyone have a problem with the Rokoko plugin? Mine keeps saying failed to load plugin,> try updating to latest version. I updated it but when I restart blender it says the same thing, anyone have a solution?

    • @CGDive
      @CGDive  2 года назад

      I haven't had that problem. If you need help, my advice is to get in touch with the addon developers.

  • @emmyshinarts
    @emmyshinarts 2 года назад

    ive been trying to sign in after enabling the plugin but it never signs me in, what can i do?

    • @CGDive
      @CGDive  2 года назад

      Contact Rokoko :)

    • @emmyshinarts
      @emmyshinarts 2 года назад

      @@CGDive I've tried, the bot just outs me on Hold

    • @CGDive
      @CGDive  2 года назад +1

      @@emmyshinarts 4:36 I shared their email address.

  • @NeikosOfficial
    @NeikosOfficial 2 года назад

    Do you know why after the retargeting I obtain a character with deforming positions of some mesh? Like the arms 😩

    • @CGDive
      @CGDive  2 года назад

      Like this 13:40?

    • @NeikosOfficial
      @NeikosOfficial 2 года назад

      @@CGDive yeeeeeeeeah thank you so much!!! I will try to follow this!

    • @CGDive
      @CGDive  2 года назад +1

      @@NeikosOfficial Cool, it's a common problem. Good to know how to solve it!

    • @TrippyDawg
      @TrippyDawg Год назад +1

      @@CGDive Oh my god thank you for this!

    • @CGDive
      @CGDive  Год назад

      @@TrippyDawg sure thing

  • @altugozhan
    @altugozhan 3 месяца назад

    Rokoko retargetting is creating tons of rubbish actions in blender which if you try to delete destroys orientation, rotation and scale of armature. I tried other mocap software with rokoko retargetting addon and those just created a single action. Is this how rokoko works or is there an option I failed to change?

    • @CGDive
      @CGDive  3 месяца назад +1

      Not sure, I haven’t experienced the trash actions you mentioned.

    • @altugozhan
      @altugozhan 3 месяца назад

      Ok I figured it out how to delete those useless stuff. I deleted imported Rokoko mesh and armature after retargeting is completed. Then opened outlier and cleared all orphaned actions. Then only one action is left but it's hidden in the blend file and somehow it's not orphaned. I searched for it in the outlier and selected that action and chose remove animation data from the right click menu. And the action list is clear and only the 1 action data we really need is left.

    • @altugozhan
      @altugozhan 3 месяца назад

      @@CGDive anyway thanks for the quick reply man, appreciate your work, really helped me a lot.

    • @CGDive
      @CGDive  3 месяца назад +1

      No worries. If you switch the outliner mode to.. I think “blend file” you will see a list of all actions. You can delete anything from there.

    • @altugozhan
      @altugozhan 3 месяца назад

      @@CGDive yeah exactly, deleting unwanted stuff from the outlier view didn't have any negative effects on the animation or the armature. thanks a lot.

  • @VladislavMusicBand
    @VladislavMusicBand 2 года назад

    Guys, I downloaded rokoko studio, Can't see anything free at all, is that alright nowadays?

    • @CGDive
      @CGDive  2 года назад +1

      Yeah, I just noticed the same the other day. Each animation was $20, no more, no less. I guess they changed something.

  • @blenderblender792
    @blenderblender792 2 года назад

    Now someone just needs to make an addon that knows what to do with any mocap rig or existing animation, and knows how to output to any rigify humanoid rig. You just select the animated rig, select the rigify rig, hit retarget. But no, with Blender, you can't just buy butter you have to churn it for hours.

    • @CGDive
      @CGDive  2 года назад

      "But no, with Blender, you can't just buy butter you have to churn it for hours."
      hahahaha that's kinda true.
      Actually, there is something like that on the Blender Market.
      blendermarket.com/products/rigimap/?ref=356
      But... I tested it and there are some areas that I didn't like so I can't wholeheartedly recommend it.
      -it relies on pre-defined names which may be OK for many people
      -it has (or had, last time I checked) some dependency loop problems in one of its features. That was the real deal-breaker for me.

    • @blenderblender792
      @blenderblender792 2 года назад

      @@CGDive All I want to do is just one thing, take the animation I made in Blender from my Mixamo rig and retarget it to my Rigify rig (not the metarig) I tried many add-ons I always end up with nothing but buggy results or a paragraph of python errors. I just want to enjoy animating but dealing with these problems feels the furthest from enjoying anything. I'd pay someone to help me figure this out. Or learn different software.

    • @CGDive
      @CGDive  2 года назад

      @@blenderblender792 Well, I think the addon above is the closest to that....
      But actually, I am not sure I understand what you mean by "take the animation I made in Blender from my Mixamo rig".
      What is the workflow you're using?

    • @blenderblender792
      @blenderblender792 2 года назад

      @@CGDive Take my character's mesh, export to FBX, import it to Mixamo, auto rig it, export some animations, import the animations into Blender, combine the animations and further adjust using a Mixamo rig, which is The Mixamo addon for Blender that allows you to make a rig out of the Mixamo output. Now I want to use those animations using a way to dependably retarget to a Rigify rig but I have yet to be successful in any method I have tried without something going wrong such as bugs, exploding rigs or gets completely deformed. I have lost all confidence that I can accomplish this.

    • @CGDive
      @CGDive  2 года назад

      @@blenderblender792 OK, I understand what you did. I just don't understand *why* you create a control rig if you're going to be retargeting to Rigify at the end.
      If you want to retarget Mixamo (without control rig) to Rigify, I have videos about that and it works great. I am not sure how the control rig changes things. I'd imagine that it would still work with some tweaks in the general workflow.

  • @richardward2410
    @richardward2410 2 года назад

    My rigs for some reason, when retargeted, shrink about 100x. I tried applying scale, applying delta scale. I don't know why it's still happening :(

    • @CGDive
      @CGDive  2 года назад

      Not sure but check the scale of the bones in pose mode? Are they 1-1-1?

    • @richardward2410
      @richardward2410 2 года назад

      @@CGDive Yes! They are all 1 - 1 - 1 in Pose and Object mode for the armature itself, yet in order to make the animation work, I have to scale the armature I want the animation to apply to, to 100x it's original scale. These animations are imported from Unreal and to reset the animation size I have to apply the Delta transforms to not mess the animation up.

    • @CGDive
      @CGDive  2 года назад +1

      @@richardward2410 When retargeting with Rokoko, you can scale the source rig up or down in Object mode and that won't affect the Retarget result. Do not apply anything, even deltas!

    • @richardward2410
      @richardward2410 2 года назад

      @@CGDive Hmmm. Thats odd. Because if I do not apply transforms (atleast the deltas) the results are very unpleasant. Looks like spaghetti every time 😕

    • @richardward2410
      @richardward2410 2 года назад

      @@CGDive Issue resolved! As you mentioned, don't Re-target if your target rig has a delta transform other than 1 - 1 - 1, else you will have a miserable time! Thanks, CG for replying so swiftly! You saved another professional life over here!
      Like CG said, Make sure your Delta's for your target and source rig are 1 - 1 - 1 and size each animation accordingly using the object scale. Do NOT apply transforms.

  • @hienthach7871
    @hienthach7871 2 года назад

    hello folks
    can you help me? when registering Blender, I`ve denied access to my computer. how can I undo this? so that I can load rokoko on my blender account.
    I thank for any help

    • @CGDive
      @CGDive  2 года назад

      What do you mean by denied access? Maybe if you run Blender as administrator you'll be able to do what you're after?

    • @hienthach7871
      @hienthach7871 2 года назад

      @@CGDive good day🙂 thx for the quick reply I`m trying to open Rokkoko on blender . But Blender doesn't show in adds on. also data like pictures on my pc. but for images I could add with drop and drag. thx

  • @IntahX
    @IntahX 2 года назад

    45:30

    • @CGDive
      @CGDive  2 года назад

      amazig, isn't it :P

  • @王王-i1s
    @王王-i1s 6 месяцев назад

    Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.

    • @CGDive
      @CGDive  6 месяцев назад

      I am not sure, I haven't tested that extensively.

    • @王王-i1s
      @王王-i1s 6 месяцев назад

      Thank you for your reply. I found a solution. The linked file needs to be overrided and armature renamed so that it can be retargeted.@@CGDive

    • @CGDive
      @CGDive  6 месяцев назад

      @@王王-i1s Nice tip!