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.
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!
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 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 @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 :)
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!
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 😀
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 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
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.
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!
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.
@@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.
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 :)
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.
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!
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?
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
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!
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?
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.
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
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!
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
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.
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)
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 :)
@@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!
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.
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 😸
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 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.
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.
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
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
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:
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.
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 ?
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?
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
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.
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.
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.
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.
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 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
@@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
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.
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 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
@@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
@@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.
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?
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?
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.
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.
"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.
@@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.
@@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?
@@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.
@@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.
@@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.
@@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!
@@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.
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 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
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.
🔥Rokoko has kindly provided a discount for CGDive viewers!
Get 10% OFF Rokoko Gear using code *RKK_CGDIVE* at checkout.
glnk.io/3vn51/cgdive
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.
Thank you!
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.
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!
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.
@@RiggingDojo Do you mean multiple target bones per source bone? I can look into that, thanks!
@@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.
@@MrDarkblader1 Yes, correct, one source, several targets
@@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 :)
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 🙏 🙏🙏☕️🎩
You're welcome and more is coming :)
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!
What a legendary tutorial, CGDIVE, you are a legend.
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 😀
Nobody is doing nearly as good explanatory videos as you! Literally diving deep. Thank you👍
Thanks! I appreciate that!
As a newbie to Rokoko this is gold dust, thank you 👍
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
ARP retargeting is great too, by the way. I have a similar video about that :)
ruclips.net/video/HHnt-3uLSUo/видео.html
@@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
I must say again: Blender community is awesome !
Indeed!
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.
Amazing bro?Thank you so much!!!Now iam wait my Rokoko suit,but watch all videos about it!Thanks friend wor your hard work!!!
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!
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.
@@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.
@@poochyboi cascadeur looks amazing. Definitely looking forward to trying it and covering it on the channel.
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 :)
Thanks, mate! Glad the channel is useful :)
Great and 100% approve this for training and learning retargeting in Blender.
Thank you!
IK pole workaround helped a lot. Thanks!
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.
Glad it was useful, parcero :)
@@CGDive haha
As always, very comprehensive and easy-to-understand. I have learned a lot again. Thank you!
Your amazing work here is why I love youtube
Thank you!
Thank you so much for these videos. You are a legend.
Just perfect as usual! Best step by step animation tutorials all over youtube
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!
Great! Drop by our Discord if you need help
discord.gg/YFH5HUv
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?
WOW!! Incredible tutorial man.
great tutorial very insightful👏
Brother you are a life saver.
thanks to cg dive we now can use mocaps with rigify but not metarig!
Yes, please don't use the metarig! :)
@@CGDive You're a lifesaver
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
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!
Do you know why B-Bone chains explote even if the bone is not one of the retarget ones ?
I have never seen B-Bone chains "explote" (or even explode). :) I have no idea what that might mean.
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?
The best tutorial ever found.
Wow, thanks!
Btw, rigify or auto-rig pro when importing mocap from rokoko?
@@eduardfrades6972 Whichever you like :) I find Auto-Rig Pro a bit easier to use.
This tutorial is amazing! Thank you so much.
great!! thanks for the sharing
I have to come back to this video everytime I try to retarget. I always forget A-pose issue with retargeting.
Great to hear. Took a while to put it together but I think it solves most of the common problems.
Great
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.
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
so amazing!
Dude, you are the retargeting GOAT among other things #strongworkyo
haha, cheers, man!
Nice tutorial. Thanks a lot !
Whew. So I'm done with animating my first character. Now it's off to waiting for the motion cleanup video I guess :D
I might take a while still. Keep it up!
thank you for a wonderful tutorial 🔊🔊🔊
you are so helpful
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!
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
You are a life saver
OMG what a video thank you thank you so much really man
Glad it has been useful :)
Thanks for such a comprehensive tutorial on redirection, I also have a question: how do I set up a mirror image of my animation?
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.
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.
Glad it helped!
thank you so much Sir
I love this video, i'm vietnamese
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)
Not sure. You can try asking the question on our discord and include images/video/blend files
discord.gg/YFH5HUv
Thank you very much bro
how appriecate you hardwork which you are doing for the community
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?
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 :)
@@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!
@@thomasmaier7053 Thanks, Tom! I am not sure what you mean by "a full download to Godot playlist" tho. Could you elaborate?
你的系列都太棒了!
谢啦!
@@CGDive 哈哈哈哈,可以无障碍中文对话啊!
@@Rockingbird221 是的...感谢谷歌翻译:) 哈哈
I wish they would arrive here in bolivia, there is no way to buy the suits.
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.
sorry for my english I hope you can understand my question
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 😸
every time when i hear or say word RIG i am remembering you
hahahaha, that's awesome :)
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.
We can talk about it now but I'm not sure what your mean. Can you elaborate?
@@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.
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.
Can you show me an example? You are referring to the rigify fave, right?
@@CGDive Yes; I was talking about that.
Thanks!
AMAZING!!!!!!!!!
Thanks a lot
Thanks
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
great job~! thx
Comment for support!
Thank you!
thank you!
Thank you, so much !
You're welcome!
When I try to retarget it makes the position of the rig go up. How can we prevent this?
Could have something to do with the size difference between the source/target. Did you enable "Auto size"?
@@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.
do u have a video about the add on you talked about that is automated? u didnt touch on it at all
Please provide more info. I don't remember everything I said in a video that is 2 years old :)
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
At 20:12 , you are drawing by just holding down the D key. Is that a preference or an addon? Thanks
This a default Blender feature. Hold D and draw. Give it a try :)
@@CGDive Ah - on mine it's shift-D for some reason. Thanks
@@TimBrennan Shift D is a smooth line for me. Interesting.
22:40 fixing spine hyarchy
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:
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.
can rokoko do bulk retargeting for my own custom rig?
Not sure what you mean by "bulk retargeting" :)
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 ?
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?
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
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.
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 :)
Hi, glad that you found the solution. I did mention it in a way, in the part about retargeting the custom Ik rig.
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.
The action has to be assigned as active action in the Action editor, not in the NLA.
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.
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.
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.
Great
While installing rokoko it throws modulenotfound error please help to fix it
Please ask Rokoko, I am just a tutorial guy.
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
I can't say for sure. If you send me the file I could test it
@@CGDive How?? on Discord?
@@Haroon3D Discord works discord.gg/YFH5HUv
@@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
Excuse me, how can I undo the retargeting?
Ctrl+z?
@@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
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.
You should contact rokoko for that. Activation in blender is definitely annoying.
Spent two hours trying to install the plugin no luck. 1.41 doesnt work
Which Blender version? It often takes them a while to update their addons so that it works with the latest Blender version.
@@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
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.
Sounds like different rest poses. Check your rest poses for the Source and for the Target rig respectively.
@@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
@@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
@@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.
@@CGDive I exported the T pose of my character from Mixamo in order to have an armature.
I got an error while loggin in
Get it in touch with the people from Rokoko. Most likely you didn't enter your password correctly but it could be something else.
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?
I haven't had that problem. If you need help, my advice is to get in touch with the addon developers.
ive been trying to sign in after enabling the plugin but it never signs me in, what can i do?
Contact Rokoko :)
@@CGDive I've tried, the bot just outs me on Hold
@@emmyshinarts 4:36 I shared their email address.
Do you know why after the retargeting I obtain a character with deforming positions of some mesh? Like the arms 😩
Like this 13:40?
@@CGDive yeeeeeeeeah thank you so much!!! I will try to follow this!
@@NeikosOfficial Cool, it's a common problem. Good to know how to solve it!
@@CGDive Oh my god thank you for this!
@@TrippyDawg sure thing
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?
Not sure, I haven’t experienced the trash actions you mentioned.
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.
@@CGDive anyway thanks for the quick reply man, appreciate your work, really helped me a lot.
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.
@@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.
Guys, I downloaded rokoko studio, Can't see anything free at all, is that alright nowadays?
Yeah, I just noticed the same the other day. Each animation was $20, no more, no less. I guess they changed something.
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.
"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.
@@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.
@@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?
@@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.
@@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.
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 :(
Not sure but check the scale of the bones in pose mode? Are they 1-1-1?
@@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.
@@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!
@@CGDive Hmmm. Thats odd. Because if I do not apply transforms (atleast the deltas) the results are very unpleasant. Looks like spaghetti every time 😕
@@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.
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
What do you mean by denied access? Maybe if you run Blender as administrator you'll be able to do what you're after?
@@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
45:30
amazig, isn't it :P
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.
I am not sure, I haven't tested that extensively.
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
@@王王-i1s Nice tip!