Thanks Sam! One (big) question: I would really love to see a workflow where voice recordings are included. I'm struggling to find a good way of doing it. Could you cover how to record voice into the take recorder along with mocap data, so everything's synced up when recording is done? That would be huuuuuge!
Hello Sam, may I ask a question? Using the project you have, is it possible to use the IK arm switch and "overwrite" the character's right hand with IK keyframes? For example, is it possible to lock the right hand onto a door nob for the entire MOCAP clip and have the rest of the body maintain the original Mocap? I tried to do this test on a metahuman, but the right hand kept wiggling around do to the Mocap continuously blending onto the right hand. I'm hoping there is a way to "Mute" the Mocap on the entire right arm and stop the right hand from wiggling around do to the blend and just keep the right hand locked on the door nob.
The metahuman head size increases for me when applying animation in sequencer for some reason. The face controls panel also seems to mess up when saying it should be layered, where all controls would place themselves in the bottom of the panel. The increased head size was resovled, but i cant see how the metahuman is automatically layered with the controls when imported to sequencer. It still messes up the face controls when converting it in sequencer.
Sam can you please, at some point, cover cleaning up mocap (after recording with rokoko studio with the smartsuit pro ii) and transferring to unreal 5.4 and using all the new Sequencer updates? :)
Hello, how do you take the MOCAP clips, put them on a metahuman in sequencer, blend the MOCAP clips together, then edit/tweek the poses with control rig?
You can definitely get there with this tutorial! I think you can just blend the two animations together on the track in sequencer, but I may be wrong about that - you can definitely use the same control rig with this tutorial - hope that helps!
Thanks Sam! One (big) question: I would really love to see a workflow where voice recordings are included. I'm struggling to find a good way of doing it. Could you cover how to record voice into the take recorder along with mocap data, so everything's synced up when recording is done? That would be huuuuuge!
I've been trouble shooting for a week and you just solved the last of my problems!! You sir, are a Saint.
Excellent tutorial Sam!!! Thanks for sharing this. 👏🏾👏🏾👏🏾🙌🏾
you should reduce the price of the subscription.
I'm happy you covering this one ♥
Thank you Sam! The new workflow is sooo much simpler 😊
Thanks Sam. The modular control rig mocap editing is what I was looking for. So often mocap data is "that" close but needs some love.
Sam is so amazing at these videos. Thanks so much for making them Sam!!!
Sam..is that you?
Thanks for this, Sam! Have you had the issue where using a control rig in sequencer breaks the ability to move around the level?
Hello Sam, may I ask a question? Using the project you have, is it possible to use the IK arm switch and "overwrite" the character's right hand with IK keyframes? For example, is it possible to lock the right hand onto a door nob for the entire MOCAP clip and have the rest of the body maintain the original Mocap? I tried to do this test on a metahuman, but the right hand kept wiggling around do to the Mocap continuously blending onto the right hand. I'm hoping there is a way to "Mute" the Mocap on the entire right arm and stop the right hand from wiggling around do to the blend and just keep the right hand locked on the door nob.
The metahuman head size increases for me when applying animation in sequencer for some reason.
The face controls panel also seems to mess up when saying it should be layered, where all controls would place themselves in the bottom of the panel.
The increased head size was resovled, but i cant see how the metahuman is automatically layered with the controls when imported to sequencer. It still messes up the face controls when converting it in sequencer.
Are the thumbs fixed now. I thought I saw some old videos where the thumb would look quite weird when importing into Unreal Engine
Speaking of sports matching, how to use it for the character action resources in the mall...
Rokoko skeleton still have shoulders and finger issues. whats the work around?
Sam can you please, at some point, cover cleaning up mocap (after recording with rokoko studio with the smartsuit pro ii) and transferring to unreal 5.4 and using all the new Sequencer updates? :)
That would be awesome!
Hello, how do you take the MOCAP clips, put them on a metahuman in sequencer, blend the MOCAP clips together, then edit/tweek the poses with control rig?
You can definitely get there with this tutorial! I think you can just blend the two animations together on the track in sequencer, but I may be wrong about that - you can definitely use the same control rig with this tutorial - hope that helps!
@@RokokoMotion Thank you
新鲜的