when i import a fbx from rokoko team library to unreal 5.5 usign the skeleton shown in this video i only have head movement on the animation, no body anim. Character is in A pose and moving the head. I try other all the skeletons i have in unreal but non one is working
That's great but what about the audio from face capture and dialog recording when recording Mocap and face capture? How does that work?? This is not the first time Iv'e asked Rokoko this question...
Hi Sam! I’m having a strange issue with my mocap and I was hoping you or someone in the comments could help me out. In Rokoko studio the animation looks good, but when importing into UE5, the root bone is all wonky, causing my animation to flip forward and "fall" on its face. If I had to guess, it has something to do with the forward axis being different but I don’t remember setting this anywhere. Older mocap takes were all fine and dandy, but only recently has it begun to do this when I import new/old mocap takes to UE5. Animation blending causes the character to dip into the floor as well, this happens with and without using root motion. I could really use your help!
@@raymondsvejd6274 The newest update for Rokoko Studio has solved the issue for me. You’ll need to export from Rokoko studio with the Unreal Engine 5 mannequin (4 might work too, haven’t tried) and import in Unreal as you normally would. You will see that the animation asset in UE5 has the proper axis. TL;DR Update Rokoko Studio and try again.
8 дней назад
Do you have or anyone a workflow for a character from cc4 + rokoko body and face capture in unreal 5.3?
nice video, thank you. BTW I am using Sony mocopi for body, and a 3rd party gloves for hand and finger(Sorry, not Rokoko). Can I combine those two data from mocopi and gloves together?
Wonder why you aren’t using the Coil Pro device? For those of us on the fence about the purchase. In my opinion, it would be awesome to see some current videos of the product in action.
yes, in sequencer add an animation to your asset. Then press the + button next to it. Add the other animation. Now you can blend them and even link them with different bones
There is no animation included? You may have to select “Import Animations” or for face capture make sure that “Import Morph Targets” are selected in the import dialogue box (the morph target one is under advanced)
hey are u still training your AI models on the data from studio? rokoko have no faith in their own product, the writing is on the wall. its always been just a stupid toy anyway
Good show! Thanks alot
Time to post a video about your indie deal on RUclips, no? You guys are AWESOME ❤❤
Thats an understatement dear chap, most UE tutorials are out of date, especially animation where there are virtually zero tutorials in 5.4
THANKS SAM! ❤️
🥳 very nice, thanks!
when i import a fbx from rokoko team library to unreal 5.5 usign the skeleton shown in this video i only have head movement on the animation, no body anim. Character is in A pose and moving the head. I try other all the skeletons i have in unreal but non one is working
Thanks for the tutorial. Do you have any updates for Metahumans in UE5.4? 😇
That's great but what about the audio from face capture and dialog recording when recording Mocap and face capture? How does that work?? This is not the first time Iv'e asked Rokoko this question...
Hi Sam! I’m having a strange issue with my mocap and I was hoping you or someone in the comments could help me out.
In Rokoko studio the animation looks good, but when importing into UE5, the root bone is all wonky, causing my animation to flip forward and "fall" on its face. If I had to guess, it has something to do with the forward axis being different but I don’t remember setting this anywhere. Older mocap takes were all fine and dandy, but only recently has it begun to do this when I import new/old mocap takes to UE5.
Animation blending causes the character to dip into the floor as well, this happens with and without using root motion.
I could really use your help!
Im having the same issue, did you find a solution for this?
@@raymondsvejd6274 The newest update for Rokoko Studio has solved the issue for me. You’ll need to export from Rokoko studio with the Unreal Engine 5 mannequin (4 might work too, haven’t tried) and import in Unreal as you normally would. You will see that the animation asset in UE5 has the proper axis.
TL;DR Update Rokoko Studio and try again.
Do you have or anyone a workflow for a character from cc4 + rokoko body and face capture in unreal 5.3?
What about a UE5.4 update specifically targeted at Metahumans?
Hei! Did you find any updates on this?
nice video, thank you. BTW I am using Sony mocopi for body, and a 3rd party gloves for hand and finger(Sorry, not Rokoko). Can I combine those two data from mocopi and gloves together?
Wonder why you aren’t using the Coil Pro device? For those of us on the fence about the purchase. In my opinion, it would be awesome to see some current videos of the product in action.
Thanks Sam!
Is there a method in UE for stitching and blending together two pieces of animation..?
yes, in sequencer add an animation to your asset. Then press the + button next to it. Add the other animation. Now you can blend them and even link them with different bones
Importing the FBX works in terms of the preview but there are no curves data. Any suggestions?
There is no animation included? You may have to select “Import Animations” or for face capture make sure that “Import Morph Targets” are selected in the import dialogue box (the morph target one is under advanced)
With ai and a camera will Rokoko still be relevant for a mocap solution in the years to come?
Perfect timing, finally said goodbye to 5.3.2 (just kidding)
Does anybody know if this workflow will also work with Meta Humans?
yes, usign 5.5. Do not work with rokoko team library anim.
Thanks :D
is there same thing in 5.2? I mean layered FK rig
no, it comes with 5.4, you can bake it and add additive/absolute keyframes, but its not like 5.4
@@veith3dclub yeah, thank you for help 🤘
lol ship my stuff already
hey are u still training your AI models on the data from studio? rokoko have no faith in their own product, the writing is on the wall. its always been just a stupid toy anyway
So many solutions popping up via camera setups and ai I wonder how long Rokoko will be around?
do they even make a profit? who knows