First of all thank You for all these amazing tutorials, it helped me a lot in my mobu journey. I have a question regarding setting up baking of the rotation of root controller. My goal is to get the global Y rotation between head and pelvis controllers to drive the rotation of the root controller but i failed to do that task in relation constraints. First problem is they have different rotation order, second is that dreadful +/- 180 degree mark which screwes up everything. Did You happen to know any possible solution to that? In short: pelvis can be rotated 0 degrees, head can be rotated 90 degrees and i want the root controller to calculate y axis to 45 degrees based on those inputs.
Hi Jonathan! Thank you for all of your wonderful tutorials:) I'm new to MoBu and all this information is really helping. I have a question about the Import mode. Can you explain in which cases we need this mode and what will happen if we don't have it? Is it for when we're retargeting animation to rig with this setup? Or what kind of import? Sorry I'm just starting with MoBu and trying to understand the concept of this function
Hi Katie, The import mode is pretty important in a standard video game workflow, where another user might have exporter animation data you'd want to retrieve one on one onto your rig. Maybe the other user animated in maya, or maybe you or anyone animated on an older version of the MoBu rig, and you just want to reimport fresh clean data into a fresh. Basically, tons of reasons you'd want to import fbx data when working on a real production. The confusing thing with MoBu is that, everything is fbx. Even a full "work scene" (whereas in maya a woek scene is .ma or .mb and the only the exporred data is .fbx, for a standard game format). Personally I always save the exported data (which is what you'd send in the game engine) n a separate folder than the work files (and raw mocap in a third folder obviously). The point of the Import Mode showed here is covering the bones that are driven by custom controllers, and not characterized through the rehular HIK.
That only matters if you have sophisticated controllers driving said bones though. I confess often animating bones directly if they're just simple leaf joint that can be animated as is, in local space. Imagine a big monster with no facial rig but a single jaw bone. No need for any complex rig with ik/fk or space switching. Just animating the control as is is fine. So no need to bother with bone constrained to controller, therefore no need for an Import Mode. But in that scenario I would still add the jaw bone to a chaeacter exrension of my HIK so it's part of the FullBody keying. That way I know if I drop my characrer in Story mode or if I store a pose, the jaw will be included. So much more powerful than any Maya rig if you ask me !!!
@@JoCoAnim Thank you so much for this explanation! Now the dots are connected in my mind. I'm really enjoying learning MoBu with your tutorials, thanks again for your work and this channel :)
Hello, thanks for your teaching :) very very helpful When I add a character extension and set up all, the 'Import' On/Off button works perfectly. Although I have a bake issue, for instance I have an armor piece : - when I make my animation within a layer then bake to the control rig, it works, I have keys and curves. - then bake from Control Rig to the skeleton but it doesn't bake anything, it doesn't work Yet it is supposed to be part of the Character with the extension system, isn't it ? Is there smth to set up or did I wrongly followed your video? thank you
Bake To Skeleton only applies to what really is part of the Character Definition (everything you filled up in the Picker window when characterizing / defining the HIK but NOT what's added as Char Ext.) I personally always select all the bones I care about through an _EXPORT Group and plot that selection
hello thank you for this excellent tutorial, but I have a question, I use the template scene to set up my character, but for a reason when I import the animations to UE the animations have an offset of 90 degrees and I dont know how to avoid that.
Hi Carlo, I see. This is a Y-up / Z-up conversion issue. Probably a descrepancy between how the Skeletal Mesh was exported (from Max? Maya?) vs how the anims were exported from MoBu. Could you send me a screenshot of what the root looks like in your anim, in MoBu and Unreal? (In MoBu select the root bone not the control, and set the translation gizmo to local with F5) And same with your Skeleral Mesh. What's it like in Unreal? You can email me on jcolin35@gmail.com
@@JoCoAnim @Jonathan C hey Jonathan, thank you for the answer, actually I got the conversion correctly, with out the setup of the root controller the animations are imported with out the offset, but if I use the template scene I got the offset, the were modeled in max. I will do the SS tomorrow. thanks for the help and the great tutorials
@@CarloMercadoJudgementProject Deactivate the Root_B_2_CTL constraint, Unlock it too, then click Snap and re-lock it. This will reset the Constrain's offset to respect your original root rotation (like Maintain Offset in Maya, in Max it's called something else, can't remember ^^' haven't opened that beast for 8 years hahaha)
Great tutorial! Just what I needed.
First of all thank You for all these amazing tutorials, it helped me a lot in my mobu journey.
I have a question regarding setting up baking of the rotation of root controller. My goal is to get the global Y rotation between head and pelvis controllers to drive the rotation of the root controller but i failed to do that task in relation constraints. First problem is they have different rotation order, second is that dreadful +/- 180 degree mark which screwes up everything. Did You happen to know any possible solution to that?
In short: pelvis can be rotated 0 degrees, head can be rotated 90 degrees and i want the root controller to calculate y axis to 45 degrees based on those inputs.
would you be able to send me your scene?
@@JoCoAnim hmm, dunno if my link got to You, is there somehow You can mailme so i can send it to You? wojtekjakubo at gmail
Hi Jonathan! Thank you for all of your wonderful tutorials:) I'm new to MoBu and all this information is really helping. I have a question about the Import mode. Can you explain in which cases we need this mode and what will happen if we don't have it? Is it for when we're retargeting animation to rig with this setup? Or what kind of import? Sorry I'm just starting with MoBu and trying to understand the concept of this function
Hi Katie,
The import mode is pretty important in a standard video game workflow, where another user might have exporter animation data you'd want to retrieve one on one onto your rig.
Maybe the other user animated in maya, or maybe you or anyone animated on an older version of the MoBu rig, and you just want to reimport fresh clean data into a fresh. Basically, tons of reasons you'd want to import fbx data when working on a real production. The confusing thing with MoBu is that, everything is fbx. Even a full "work scene" (whereas in maya a woek scene is .ma or .mb and the only the exporred data is .fbx, for a standard game format). Personally I always save the exported data (which is what you'd send in the game engine) n a separate folder than the work files (and raw mocap in a third folder obviously).
The point of the Import Mode showed here is covering the bones that are driven by custom controllers, and not characterized through the rehular HIK.
That only matters if you have sophisticated controllers driving said bones though. I confess often animating bones directly if they're just simple leaf joint that can be animated as is, in local space. Imagine a big monster with no facial rig but a single jaw bone. No need for any complex rig with ik/fk or space switching. Just animating the control as is is fine. So no need to bother with bone constrained to controller, therefore no need for an Import Mode. But in that scenario I would still add the jaw bone to a chaeacter exrension of my HIK so it's part of the FullBody keying. That way I know if I drop my characrer in Story mode or if I store a pose, the jaw will be included. So much more powerful than any Maya rig if you ask me !!!
@@JoCoAnim Thank you so much for this explanation! Now the dots are connected in my mind. I'm really enjoying learning MoBu with your tutorials, thanks again for your work and this channel :)
Hello, thanks for your teaching :) very very helpful
When I add a character extension and set up all, the 'Import' On/Off button works perfectly. Although I have a bake issue, for instance I have an armor piece :
- when I make my animation within a layer then bake to the control rig, it works, I have keys and curves.
- then bake from Control Rig to the skeleton but it doesn't bake anything, it doesn't work
Yet it is supposed to be part of the Character with the extension system, isn't it ?
Is there smth to set up or did I wrongly followed your video? thank you
Bake To Skeleton only applies to what really is part of the Character Definition (everything you filled up in the Picker window when characterizing / defining the HIK but NOT what's added as Char Ext.) I personally always select all the bones I care about through an _EXPORT Group and plot that selection
@@JoCoAnim hmmm ok I got. Select the added bones and bake only on those. It worked like a charm. 🤩
1000 merci ☺
hello thank you for this excellent tutorial, but I have a question, I use the template scene to set up my character, but for a reason when I import the animations to UE the animations have an offset of 90 degrees and I dont know how to avoid that.
Hi Carlo,
I see. This is a Y-up / Z-up conversion issue. Probably a descrepancy between how the Skeletal Mesh was exported (from Max? Maya?) vs how the anims were exported from MoBu.
Could you send me a screenshot of what the root looks like in your anim, in MoBu and Unreal? (In MoBu select the root bone not the control, and set the translation gizmo to local with F5)
And same with your Skeleral Mesh. What's it like in Unreal?
You can email me on jcolin35@gmail.com
Have you changed the conversion settings on the fbx import in UE?
@@JoCoAnim @Jonathan C hey Jonathan, thank you for the answer, actually I got the conversion correctly, with out the setup of the root controller the animations are imported with out the offset, but if I use the template scene I got the offset, the were modeled in max.
I will do the SS tomorrow.
thanks for the help and the great tutorials
@@CarloMercadoJudgementProject Deactivate the Root_B_2_CTL constraint, Unlock it too, then click Snap and re-lock it. This will reset the Constrain's offset to respect your original root rotation (like Maintain Offset in Maya, in Max it's called something else, can't remember ^^' haven't opened that beast for 8 years hahaha)