Many of us dream of being able to do everything in Unreal. One DCC to rule them all ...at least to reduce dependencies. It would be great to see Unreal catch up to any outside tools to make that easier. It would also be good to understand what workflows from other tools can be transferable to a pure Unreal workflow. I'm still learning, but it certainly seems like the graphs or scripts in Unreal can extend options that are exposed by default. I'm particularly interested in how to do many of the things I'm used to from Maya and Motionbuilder HIK including "fixing" animation in the retargeting step, such as limiting lower limb rotations to one hing axis and puting those other rotation keys to upper limb or foot and hand to keep that original animation sillowette without breaking the rig/deformation with, for example, side to side or twisting from the elbows and knees.
Hey Sam, thanks for the great tutorial. It's super helpful. However, I'm facing the problem to set my character to be aligned to the surface. Can you explain how to set a character to collide with an uneven surface or some objects? Thank you!
@@RokokoMotion Hi Rokoko, any updates on when this will be released? Shorter overview tutorials, or just 'whats changed since last time' type tutorials would be great to keep up with the software because I know it must be so time-consuming doing a whole tutorial every few months because the industry is moving so quickly. A quick overview of Rokoko Studio (out of beta) plus Unreal 5.1 /Metahuman would be great... before Metahuman Animator and 5.2 rolls out would be super appreciate!
Hi Sam, Luca Here from S4 Studios. Fantastic video series here! I was able to get the suit up and going super quick thanks to all your tutorials and videos. Just have a quick question. Is this retargeting method applicable to any character model I want to bring in? I.E. A monster from UE Marketplace, or a Metahuman
Hey Luca! Yup, you just need to create the bone chains for that model the same way, and it should work. The new system is pretty clean in that way. Good luck, I hope this helps!
So cool hey I got question. I did some of mocap through Rokoko and import mocap data. but I wanna edit some part with control rig in UE5. like make hand move further or change leg position little bit with mocap data. Is there a way I can do that? I can't find pipeline or tutorial for it.
Hey! We recommend checking out this link if you haven't already -support.rokoko.com/hc/en-us/articles/15165002022929-Livestream-to-Metahumans-in-Unreal-Engine-5, or you join our Discord Server, as there are community members who can support you - discord.com/channels/897473293500710912/897479224804380682. Hope this helps! :)
Watched the whole thing. Great to see the workflow in 5.x! I'm very interested in getting a metahuman working with Rokoko pre-recorded mocap. It's been a bit of a challenge to piece it together from multiple videos geared more toward 4.27. It's tough to keep up things move so fast. Looking forward in particular to your video on this! Thanks! I was not aware of the IK retargeting process.
Hi Emanuele! We're working on a tutorial for Metahumans and it should be out very soon! In the meantime, Sam has covered Metahumans on Office Hours a few times, we recommend you check it out :)
Hi there, as with most tech companies, it is part of our end user license agreement that we can use the data (anonymised and following GDPR requirements) to improve our products with machine learning etc. However, we of course can't distribute or sell the data in any way.
Hey! Thanks for your question, you can live stream while using the Unreal plugin. We recommend you check out this video to learn more - ruclips.net/video/AdhXByIJ7A4/видео.html.
7:30 If you export from Rokoko using a Mixamo skeleton why do you have to retarget to a Mixamo skeleton? Don't they already have the same bone hierarchy?
This tutorial is out of date - we're currently working on the new one and it should be up next week - much cleaner workflow now. This livestream might help get you started while we finish the tutorial: ruclips.net/user/liveq1q-823qOCQ?si=8LEssjq8Jk44UVJP&t=5118
I have some mocap files that I downloaded from rokoko's website but they only contain the mocap data and have no mesh attached to the fbx. This makes it impossible to import into unreal engine and every single time I import it. UE crashes. Anyone know any solutions for this problem?
Hey! That is strange. We recommend you reach out to our Support Team at support@rokoko.com, or join our Discord server, as there are a lot of supportive community members who can support you! Join with the link here - discord.com/invite/YEvtvbAuvB.
I tried exporting with no mesh and used the Unreal export toggle and it worked fine on the UE4 mannequin. Using 5.1. What's the reason for not doing this? Thanks.
Hey Christopher! Yep, this is a common issue. We are currently exporting ue4 using their out of the box mannequin skeleton, but there is no ue5 manny skeleton available yet, so you'll need to retarget in UE directly.
reserved a spot for the most recent webinar. only to be locked out when I went to join by a message saying it was at capacity. what's the point of reserving a spot if the spot isnt even held? reservation means that spot is kept for me regardless. please do better.
We are really sorry about that! Many more showed up than we had expected and we can't change the limit on the Zoom call after it has started. We are trying to find a solution. Very sorry for the inconvenience
Thanks for this video, Sam! Question. I'm having an issue where after I export the retargeted animation and put it in sequencer, it no longer moves around the space like the source. Suddenly, it has zero root motion. In the retargeter it looks fine, it's just when the animals is exported. Thoughts on this? Thanks in advance!
Hi Brandon - did you make sure to right click on the root bone (hips, usually) in the IK RIG asset for both the character and the mocap? That could be the culprit - Unreal has some weird root motion stuff sometimes, it's possible you might also need to turn on Root motion or something, the Unreal docs should have an answer for that. Hope that helps!!
Many of us dream of being able to do everything in Unreal. One DCC to rule them all ...at least to reduce dependencies. It would be great to see Unreal catch up to any outside tools to make that easier. It would also be good to understand what workflows from other tools can be transferable to a pure Unreal workflow. I'm still learning, but it certainly seems like the graphs or scripts in Unreal can extend options that are exposed by default. I'm particularly interested in how to do many of the things I'm used to from Maya and Motionbuilder HIK including "fixing" animation in the retargeting step, such as limiting lower limb rotations to one hing axis and puting those other rotation keys to upper limb or foot and hand to keep that original animation sillowette without breaking the rig/deformation with, for example, side to side or twisting from the elbows and knees.
The best tutorial! It was very helpful. thanks!
Thanks Sam! Exactly what I needed to get my character working in UE5
Fantastic to hear you find it useful! :)
Thanks for this tutorial Sam. You're awesome and an awesome teacher as well. !!
You guys made the video I've been needing thank you!!!
Awesome to hear!
Incredibly helpful and very much appreciated.
Great to hear, thank you! Stay tuned for more tutorials :)
Can't wait for the metahuman video
Thank you! Which version of Unreal are you using? I have left a few questions in the Discord but none are answered - is there a better way to connect?
But how can I retarget the face? I don't see any tutorials on that....just live stream
Hey Chris, we are working on producing more tutorials and adding your feedback as to what we could possibly focus on in the future :)
Have you figured this out yet? Need help with this as well
We really need that metahuman skeleton update because we are losing a lot of time for something that you can quickly fix
Hey Sam, thanks for the great tutorial. It's super helpful. However, I'm facing the problem to set my character to be aligned to the surface. Can you explain how to set a character to collide with an uneven surface or some objects? Thank you!
Thanks for the tutorial! When do you expect the metahuman worflow tutorial to be online?
Thanks for the feedback! We're working on it and it should be out soon!
@@RokokoMotion Hi Rokoko, any updates on when this will be released? Shorter overview tutorials, or just 'whats changed since last time' type tutorials would be great to keep up with the software because I know it must be so time-consuming doing a whole tutorial every few months because the industry is moving so quickly. A quick overview of Rokoko Studio (out of beta) plus Unreal 5.1 /Metahuman would be great... before Metahuman Animator and 5.2 rolls out would be super appreciate!
Where can I find a more up to date video with unreal 5.4 or 5.3?
I would like to see the Meta-human & Mocap with the new 5.2 Unreal.
It's in the pipeline :)
@@RokokoMotion ok👍🏾🎬
Hi Sam, Luca Here from S4 Studios. Fantastic video series here! I was able to get the suit up and going super quick thanks to all your tutorials and videos. Just have a quick question. Is this retargeting method applicable to any character model I want to bring in? I.E. A monster from UE Marketplace, or a Metahuman
Mixamo export can retarget to metahuman rig no problem. Didn't try but any rig is probably ok as long as it has the same number of joints per chain
Hey Luca! Yup, you just need to create the bone chains for that model the same way, and it should work. The new system is pretty clean in that way. Good luck, I hope this helps!
Will you need to add the retarget chains for every animation we import from rokoko?
So cool
hey I got question. I did some of mocap through Rokoko and import mocap data.
but I wanna edit some part with control rig in UE5. like make hand move further or change leg position little bit with mocap data.
Is there a way I can do that?
I can't find pipeline or tutorial for it.
Hey! We recommend checking out this link if you haven't already -support.rokoko.com/hc/en-us/articles/15165002022929-Livestream-to-Metahumans-in-Unreal-Engine-5, or you join our Discord Server, as there are community members who can support you - discord.com/channels/897473293500710912/897479224804380682. Hope this helps! :)
Great video! Excited to see future Metahuman guides!
Thank you for the feedback, we're glad you find it useful!
Watched the whole thing. Great to see the workflow in 5.x! I'm very interested in getting a metahuman working with Rokoko pre-recorded mocap. It's been a bit of a challenge to piece it together from multiple videos geared more toward 4.27. It's tough to keep up things move so fast. Looking forward in particular to your video on this! Thanks! I was not aware of the IK retargeting process.
Hi Andrew, great to hear you've found it valuable! :)
when will the tutorial for metahumans be out? There is any guide or tutorial to follow that uses latest version of rokoko and unreal?
Hi Emanuele! We're working on a tutorial for Metahumans and it should be out very soon! In the meantime, Sam has covered Metahumans on Office Hours a few times, we recommend you check it out :)
can u give assurance rokoko does not use or access mocap data created in studio in any way?
Hi there, as with most tech companies, it is part of our end user license agreement that we can use the data (anonymised and following GDPR requirements) to improve our products with machine learning etc. However, we of course can't distribute or sell the data in any way.
@@RokokoMotion thanks for your reply - smart suit goes in bin
@@noiseworks Sheeesh.
Hello, I see you show this technology use in animation sequence, I want asked this skill is work in live link? Thank you.
Hey! Thanks for your question, you can live stream while using the Unreal plugin. We recommend you check out this video to learn more - ruclips.net/video/AdhXByIJ7A4/видео.html.
7:30 If you export from Rokoko using a Mixamo skeleton why do you have to retarget to a Mixamo skeleton? Don't they already have the same bone hierarchy?
This tutorial is out of date - we're currently working on the new one and it should be up next week - much cleaner workflow now. This livestream might help get you started while we finish the tutorial: ruclips.net/user/liveq1q-823qOCQ?si=8LEssjq8Jk44UVJP&t=5118
Why I can't import without skeleton? the import button is inactive in import dialogue till I choose the skeleton 6:27
why arent these export settings in Rokoko Studio legacy?
I have some mocap files that I downloaded from rokoko's website but they only contain the mocap data and have no mesh attached to the fbx. This makes it impossible to import into unreal engine and every single time I import it. UE crashes. Anyone know any solutions for this problem?
Hey! That is strange. We recommend you reach out to our Support Team at support@rokoko.com, or join our Discord server, as there are a lot of supportive community members who can support you! Join with the link here - discord.com/invite/YEvtvbAuvB.
I tried exporting with no mesh and used the Unreal export toggle and it worked fine on the UE4 mannequin. Using 5.1. What's the reason for not doing this? Thanks.
Hey Christopher! Yep, this is a common issue.
We are currently exporting ue4 using their out of the box mannequin skeleton, but there is no ue5 manny skeleton available yet, so you'll need to retarget in UE directly.
How would you do this with facial mocap too?
Check out this video: ruclips.net/video/hc5mal951I8/видео.html
reserved a spot for the most recent webinar. only to be locked out when I went to join by a message saying it was at capacity. what's the point of reserving a spot if the spot isnt even held? reservation means that spot is kept for me regardless. please do better.
We are really sorry about that! Many more showed up than we had expected and we can't change the limit on the Zoom call after it has started. We are trying to find a solution. Very sorry for the inconvenience
It is live on RUclips now for those that couldn't fit on Zoom - hope you can still catch it! :) ruclips.net/user/liveGJzhbjHjMts?feature=share
Thanks for this video, Sam! Question. I'm having an issue where after I export the retargeted animation and put it in sequencer, it no longer moves around the space like the source. Suddenly, it has zero root motion. In the retargeter it looks fine, it's just when the animals is exported. Thoughts on this? Thanks in advance!
Hi Brandon! Have you tried asking our community on Discord? You can do so here: discord.gg/bd7evnmwEb
Hi Brandon - did you make sure to right click on the root bone (hips, usually) in the IK RIG asset for both the character and the mocap? That could be the culprit - Unreal has some weird root motion stuff sometimes, it's possible you might also need to turn on Root motion or something, the Unreal docs should have an answer for that. Hope that helps!!
This process is too complicated... I thougth there was an easier way to do this, we need some simple auto retargeting
what about for facial mocap animations? How do we bring those in?