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Toby VirtualFilmer
United States
Registrace 26. 02. 2020
Toby from VirtualFilmer.com
Full body mocap test. Rokoko Smartsuit Pro II, Smart gloves, Head Mount etc (SEE DESCRIPTION)
Just a test of Smartsuit Pro II, Rokoko Smart Gloves, and Rokoko Head Mount. This is NOT with a Coil Pro, because my smart gloves are too old to support the Coil Pro apparently.
I recorded it twice - once with each actor's role. I recorded facial performances with the Rokoko Head Mount and an iPhone 13 mini, and then processed the face animation with MetaHuman Animator (Ue5.4.2), then voice changed it using ELEVEN LABS.
Please note:
- The dialogue is just nonsense - as a test. Not supposed to be good acting.
- The body mocap has been "cleaned up" using Rokoko Studio's tools, but it's still not good. The character movements are very unnatural, to me.
- Walking and turning and shifting body weights - all look bad, right?
- The suit was showing 100% green indicators in Rokoko Studio, so the signal was fine
- I exported the animation as "UE5 Manny" format and imported that into Unreal 5.4.2 then retargeted to MetaHumans.
I recorded it twice - once with each actor's role. I recorded facial performances with the Rokoko Head Mount and an iPhone 13 mini, and then processed the face animation with MetaHuman Animator (Ue5.4.2), then voice changed it using ELEVEN LABS.
Please note:
- The dialogue is just nonsense - as a test. Not supposed to be good acting.
- The body mocap has been "cleaned up" using Rokoko Studio's tools, but it's still not good. The character movements are very unnatural, to me.
- Walking and turning and shifting body weights - all look bad, right?
- The suit was showing 100% green indicators in Rokoko Studio, so the signal was fine
- I exported the animation as "UE5 Manny" format and imported that into Unreal 5.4.2 then retargeted to MetaHumans.
zhlédnutí: 329
Video
Rokoko Coil Pro with Smart Gloves - shaking and not accurate?
zhlédnutí 122Před měsícem
I'm getting very shaky results with the Coil Pro and my smart gloves. I've followed the directions, but haven't found any "how to stop it shaking" info yet!
Partial fix for hair grooms with shallow depth of field in Unreal 5.4 (see description)
zhlédnutí 373Před měsícem
NEW UPDATE JULY 6, 2024: Im trying to “fix” shallow depth of field with metahuman hair and fur in Unreal 5.4. I thought i had solved it, using a fast process of exporting the background and character separately. But it only works on daylight scenes - well, it works on those because the DirLight is the only light source affecting the character. So the character looks fine when rendered by itself...
Cascadeur 2024.1.2 is broken with Rokoko animations!
zhlédnutí 172Před 2 měsíci
Unfortunately, Cascadeur's animation import doesn't work with UE5 Mannequin or UE4 Mannequin animations exported from Rokoko Studio.
NVIDIA Omniverse Audio2Face 2023.2.0 with a MetaHuman (in Unreal 5.3)
zhlédnutí 1,2KPřed 3 měsíci
NVIDIA Omniverse Audio2Face has definitely improved! These results are with "2023.2.0". But I find that it still struggles with the Australian accent. Still, it's much much better (with Australian accents) than iClone's AccuLips, which unfortunately doesn't work at all. HOW WAS THIS CAPTURED? This was captured using Omniverse Audio2Face which is a part of Omniverse Launcher, a free program by N...
UE5.4 cinematic clothing! (Marvelous Designer via USD) ***UPDATE JUNE 29 2024 in description!!**
zhlédnutí 9KPřed 5 měsíci
UPDATE JUNE 29 2024 You can now download the fully demo! And sign up for free Marvelous Designer etc etc. I've written out the full instructions for how to get the full UE project with the clothing simulated here: virtualfilmer.com/gdcdownload/ And if you want to sign up for a one-year free Marvelous Designer, here's the info: create.fortnite.com/news/new-talisman-demo-templates-now-available-f...
Move.AI motion capture problems (Beta feedback Inc uploading problems, calibration failure, etc)
zhlédnutí 237Před 9 měsíci
I love MoveAI - I can't wait for it to work really well! So far, I've found the app experience a little frustrating, but I'm sure they will fix these issues soon. I'm a paid customer ($50 per month for 5 minutes of capture with 2 cameras) and am hoping that I can figure out ways around all of the problems in this video, because it really has the potential to be awesome for solo creators like me...
How to make a CC4 (CC3+) body in iClone that matches a MetaHuman
zhlédnutí 949Před 11 měsíci
Here's quick and dirty method to make a CC4 body (CC3 ) in iClone 8/Character Creator 4 that matches a MetaHuman. AND gives you an animatable face!! You can use this method so that live link works much better. Check out my new Live Link tutorial for details: czcams.com/video/ZQZ3fMwaUZY/video.html
How to livelink a CC4 character in iClone 8 to a MetaHuman in UE5.2 (SEE DESCRIPTION)
zhlédnutí 2,8KPřed 11 měsíci
IMPORTANT INFO: The amazing StyleMarshall/Bassline303 weighed in after I posted this video with some important new info - please see this post on the official forum: forum.reallusion.com/FindPost541253.aspx The info is repeated below, in case the forum is unavailable: You only have to do this process once! “The good thing is that you only have to do it once , after that , you can swap the Meta ...
Export MetaHuman Animator from Unreal as a CSV (SEE DESCRIPTION!! UPDATE SEPT 2 2023)
zhlédnutí 1,1KPřed 11 měsíci
Just a quick very rough video on how to export MetaHuman Animator animation from Unreal as a CSV file, for use in my FACE ANIMATION IMPORTER plugin for iClone. To use this YOU MUST HAVE THE "FACE ANIMATION IMPORTER" BETA DOWNLOADED. This process REQUIRES a script that in those files. You can sign up FREE at www.virtualfilmer.com The full instructions are here (new URL): virtualfilmer.com/iclone...
MetaHuman Animator to iClone 8 to Unreal Engine 5.2 test
zhlédnutí 1,6KPřed rokem
Just a quick test, not perfect yet! I'm working on iClone 8 plugins that import MetaHuman Animator animation and then process it/adjust it. Then you render the result inside Unreal Engine 5.2 HOW WAS THIS DONE? I recorded this with my iPhone 14 Pro Max, using Epic Games' LIVE LINK FACE app, set to 'MetaHuman Animator' mode. I then transfered the result clip to my PC. Then I changed my voice usi...
MetaHuman Animator in iClone (see description)
zhlédnutí 868Před rokem
Development continues on my iClone plugin. The Beta (on virtualfilmer.com) still only includes livelink arkit and Rokoko face, HOWEVER I’m preparing to release a new Beta with MetaHuman Animator support soon. As you can see above, the Visemes still need work. I only have weekends to work on this project, and I’m coding it myself, so it’s taking a while to problem solve.
New FREE iClone 8 plug-in: FACE ANIMATION IMPORTER (Open Source)
zhlédnutí 5KPřed rokem
Ever wanted to import facial animation into iClone? Now you can! With the new free plug-in FACE ANIMATION IMPORTER, currently in final stages of development and releasing soon. It is going to be open source, which means everyone out there can contribute to making it the best we can get it. :-) Check out this video showing how easy it is to import facial animation in various formats. At launch, ...
ANNOUNCEMENT: NEW MetaHuman iClone 8 method (with Unreal 5)!
zhlédnutí 5KPřed rokem
Say goodbye to having to use a SEPARATE head and body for a Metahuman character in iClone! This new animation technique makes it fast and easy to animate metahumans in iClone 8 and see exact results (in real-time) in Unreal 5. I call it a "Franken-MetaHuman" technique LOL. You'll see why! :-) Check it out and let me know if anyone else has been doing something similar. I find it makes animating...
Maya and MetaHumans - My own custom FACE and BODY tools
zhlédnutí 1,2KPřed 2 lety
Just a quick video showing my own tools, built in Maya's MEL language, that I have nicknamed "MetaGex". I use them when making films inside Maya (with MetaHumans). I use these tools to quickly change facial expressions and body poses - and even to cleanup lipsync. I also often use the Maya Live Link plugin so I can see my results in realtime in Unreal Engine 5. (Once I'm finished animating, I u...
Faceware Retargeter In Maya With iClone and Character Creator Characters
zhlédnutí 522Před 2 lety
Faceware Retargeter In Maya With iClone and Character Creator Characters
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 5
zhlédnutí 653Před 2 lety
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 5
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 4
zhlédnutí 1,1KPřed 2 lety
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 4
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 3
zhlédnutí 806Před 2 lety
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 3
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 2
zhlédnutí 1,2KPřed 2 lety
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 2
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 1
zhlédnutí 4,6KPřed 2 lety
TUTORIAL: Simple METAHUMAN Animation (Maya/UE5.0.2) Part 1
UE HOW TO: Move blueprint actors together at runtime, using parent / child, in UNREAL ENGINE
zhlédnutí 6KPřed 2 lety
UE HOW TO: Move blueprint actors together at runtime, using parent / child, in UNREAL ENGINE
Help! The new Unreal camera shake blueprint (MatineeCameraShake) as of 4.26 refuses to edit :-)
zhlédnutí 149Před 3 lety
Help! The new Unreal camera shake blueprint (MatineeCameraShake) as of 4.26 refuses to edit :-)
Animating with Metahumans in Unreal: Converting an animation clip to keyframes with Control Rig UE4
zhlédnutí 16KPřed 3 lety
Animating with Metahumans in Unreal: Converting an animation clip to keyframes with Control Rig UE4
can you explain pls how can you do this with sequencer
can you share the characters maybe?
Oh no! How complicated it is... There is so much to do and this is just one character. What to do if there are many characters in the scene? My opinion is that all these 12 steps need to be automated. Only who will do it...
@@digor72noname86 Absolutely! It’s useful to know about but not a good solution
@@virtualfilmer There is no official workflow provided by Reallusion on how to do it?
Would love to see FBX Blendshape data support!!!
Can you get the MD license and use it just with UE5? Not UEFN. I click the link you provided for the one-year of MD but don't see where to get a code. Thoughts?
Thanks for the info! Whenever i try to set the skeletal mesh in transferSkinWeights node the app crashes, i'm trying to use a metahuman body skeleon (w/o head and a custom shapekey), do you know why this happens?
@@KotobaProject-KOTOBA It tends to crash for me all the time. No, I don’t know why it happens. It seems to be quite random. I think honestly we are better off waiting for 5.5 at this point. But yeah if you want to keep trying, download the UEFN sample that includes PIA (metahuman). m.czcams.com/video/xjhTVSuawoA/video.html
Thanks for sharing this great info! I now try to find how to automatically transfer physics properties of materials from MD to UE, but can't find the exact workflow. Can you help me please, have you find this out? How do you do this exactly?
@@lovagrus in MD in the export options, you tick the checkbox so that it sends the info across. But it doesn’t work properly. If you go through the official epic tutorials (the pages they wrote about these topics) it specifically says that they haven’t implemented physics settings for fabrics properly yet. It’s all basically alpha or beta at this point, and doesn’t work.
it works normally but whenever i click run it doesnt animate the according to the livelink
thank you for your test! you are right the hand gesture looks creepy, I prefer to use the hand gesture library or puppet-like in Iclone. Also, the balance of the character while wavering looks bad. I think Rokoco is more into marketing their product than support and development, they should use AI to clean and balance the mocap like in Casscadeure
Same problems with the legs... I've smarsuite pro 2 and gloves. Not bad as raw data, but a cleanup is really needed, maybe cascadeur it can help on this? Looking for an automatic cleanup solution.
@@elvismorellidigitalvisuala6211 Yes I’m learning Cascadeur indie to try to do that. It’s tough because part of the issue is the unnatural and random “leaning” of the characters. And there’s no easy fix for that because Cascadeur just tries to balance the character (auto physics rather than “fix” it :)
@@virtualfilmer I see... ok let's see we we find a solution, if I find all post a video and tag you :) Thanks!
Hi Tobby. I participated in their kickstarter at the time and was able to buy a suit for $700. I find it extremely complex to implement (wifi connection is PITA). I have never managed to get a usable result. I posted a video on the Reallusion forum and Rokoko asked me to remove it. I have 2 Neuron mocap Gen1 suits and I am satisfied, however it still requires cleaning work.
@@Tontonmarto I really love their gloves and I like the upper body mocap. I just wish the walking wasn’t so unnatural!
Thanks for the sharing
I bought Smartsuit Pro I years a go and tried it for a month but it was so bad, even cleaning the Mocap was time consuming and frustrating, so I admitted that I lost my money and hopping one day they will have some type of upgrade in the software or in the frameware but they never do anything about it then they came up with Smartsuit Pro II..... "fool me once, shame on you, fool me twice, shame on me''
lol the girl dragging her leg at the end was priceless.
Read your description, yes it looks very robotic at times.
Was this adjusted at all? If this was raw it’s okay. Some of it looks fine but there’s some “swooping” for sure
@@ryanisanart it was cleaned up in Rokoko studio using their filters (foot contact segments etc) but that’s all. it’s so jerky though, no?
This really was to test body mocap. I am looking for any hints and tips? So far am not pleased with smartsuit pro 2 with walking or turning etc. Jerky and fake looking to me, for cinematics. See description for info.
Dont buy rokoko - it is one of the worst motion system on the market. If you buy - sell. Buy xens or perfeption neuron
What if you import to UE and then export animation?
@virtualfilmer hi toby, is there an update on this issue yet?
@@MrMarniche Yes, rokoko support has confirmed my gloves are the original type - that aren’t compatible with the coil pro. So I have to send them to Denmark to be adjusted. Then they will send them back. Then they should work.
@@virtualfilmer Happy for you. Good to know. Quite a hassle but at least there is a solution 🤷♀
Wow, I was under the impression that Facial animation could be imported with the rest of the body. You may have just saved me thousands of dollars. Im in the middle of planning the workflow for my animated series and have been setting up to go the route of using Mocap Fusion to simultaneously record the body mocap, face mocap, voice, and position in space. As this program allows your actors to do all the above by wearing VR Headsets and see each other in the actual environment the scene is taking place is, which is revolutionary.. However my intention is get that animation data to iclone for refining/cleanup them Unreal engine for the Mastering/final renders etc.
@@WillyCash69 happy to chat it through buddy if you need any advice. Email me at Toby at virtual filmer dot com
@@virtualfilmer Cool just emailed u !
If you're using Rokoko in an apartment, good luck with all that WiFi noise. Might as well move to a shack in the middle of nowhere-that's the real sweet spot!
@@Metarig 😂 It’s so tough. We all need to win the lottery and get Xsens - but it’s out of my budget unfortunately
Hi Toby, I know you are already in contact with support about this, but as you have been informed, you have an older version of the gloves that is not compatible with the Coil Pro. There are few of these older gloves on the market and they have a component on them that doesn't work with the Coil as intended. I'm sure our support is helping you with an upgrade to the correct version of the gloves. What you are showing in this video is of course not the performance you should see from the Coil Pro.
@@RokokoMotion Hi! Oh that’s so interesting!! Yes I contacted support a couple days ago but haven’t heard back yet. But a user on discord said it was possible that I had an older glove. Let’s hope support sorts it out. I wish they had checked what gloves I have before sending me the coil. :( I purchased in 2021 and have been a regular purchasing customer since then.
@@virtualfilmer Hi Toby, great that you are in touch already. I'm confident they can sort it out quickly. We have attempted to reach out to all customers with this generation of gloves when we see the Coil order come in, but it sounds like it wasn't done here. Again, it only applies to a small % of gloves we have on the market, and we were caught by surprise by it after we started shipping and therefore have had to catch up a bit since. We apologize for the inconvenience. Looking forward to getting you up and running again and hearing your take. Thanks for being one of the early adopters of this tech. There's such masive potential to unlock in future software/firmware upgrades. Great to have you on the ride :)
thank god i cancelled my preorder lol
@@ryanisanart oh no 😂 it might end up working, as I said in the video I might be doing something wrong. Hopefully will get resolved :)
did you input the height from your coil pro into rokoko studio? Also try to put your coil on a wooden surface.
Wooden surface interesting - no havent heard of that as a fix! The demo with Sam is on a tripod so I did that. Will try wood. :-) And yes did height yep - entered it manually yep
Have you tried the new Md > UE live link plugin?
Yes! It doesn’t save me much time - it’s fine but it’s just transferring baked, pre-computed simulations. I really want my simulations to be “live” inside of Unreal. I was hoping the chaos cloth new process with 5.4 would be better.
@@virtualfilmer I've seen a live sync demo transferíng real time cloth to a player character so it definitely isn't limited to baked anim.
Okay, I haven’t seen that. “Live sync” in marvelous designer, on their original CZcams, is shown to transfer only baked anims. So I’d love to see where you saw real time cloth transfer? Only realtime cloth transfer I’ve seen is via usd, then imported into ue5.4 but the data flow layers don’t work very well. Here's that process: czcams.com/video/Nf6OUDoPCPs/video.html&ab_channel=MarvelousDesigner
@@virtualfilmer I'm sorry but I think you're right. The realtime character controlled demo I saw was using the USD workflow, not the livesync. It does look like the livesync is only for baked/cached sims. 😬
Check out the description for more info! Updated June 29, 2024 :-)
yes looks promising! really interesting) 👍👍 well done!
❤❤❤ wheres the tutorial?
I’m working on it don’t worry! :) thanks for watching!
@@virtualfilmer im to waithing
Hello, thanks for the help. When i ad the animation to my metahuman in the sequence; the head doesn't move... only the face. Could you help? Thanks
This might help: virtualfilmer.com/iclone-face-animation-plugin/iclone-plugin-face-animation-importer-mha-head/
Did you ever manage to get good results out of this? I tried the rokoko ai and wasn't very impressed but this seems to be far more expensive now. Ended up with a rokoko suit, works great!
No, I tried and tried but it needs many cameras to be good, I think. And it just had so many bugs! I cancelled my cheap (relatively) multicam subscription because jt just never worked.
This is sort of like when a ventriloquist controls a puppet, you see the puppet's mouth somewhat moving but the voice just doesn't match it LOL
😂 so true
Very cool
After I "Load Skeleton Definition" I get an error that I'm "Missing Required Bones". Any idea what i can do? I havne't adjusted my metahuman rig at all?
Metahumans have changed their bone setup since this tutorial - so I’m not sure, sorry :(
does it export with thickness
All my clothes appear to be overly glossy.
It is possible to get head movement data?
Well that's unfortunate. Hopefully they fix this soon.
cloth accet is not visible in physics in unreal engine .. pls tell what I can do
$50 is too much money for a plugin.. I don't want it
Then use the free version. It’s ftee.
It's good but there's still this lag or maybe the face isn't expressive enough. Head and body motion would help a lot too. That's proly were machinima would come in
Yeah I reckon maybe in another year they will improve it to a good cinematic quality. But for now it’s very rough, in my opinion :)
DO you know how CC4 character in UE5 use live link face?
Try asking on the reallusion forum - the UE thread can be very helpful. forum.reallusion.com/484244/UE5-Reallusion--Tips-Tricks
@@virtualfilmer Thanks
Good Plugin. Cloud you show how the cc4 character in UE5 with Livelink face.
Is this mean I can simulate cloth inside UE without needed MD or Clo3D?
Yep
gaddam this is so good!!!! subbing just in the hopes u might release a tutorial on this when 5.4 officially launches. That weight paint transfer ALONE is gold
Hi and do you think to make addon work in invert way? I need to use CC4 character in unreal and i have some idea: I can conect CC4 shapekeys witch metahuman control rig. Do you have addon for this?
You can transfer CC4 characters to Unreal using the existing Reallusion tools: unreal live link and cc auto setup. www.reallusion.com/iclone/live-link/unreal-engine/default.html
@@virtualfilmer I know that. But i cant make it witch stylized character witch difrent body and face shape. I think realilusing schow this like it is a solution - but it is only standard material transfer and metahuman id transfer.
czcams.com/video/kLzdCb1iX3w/video.html I need make something like this (11.09)
@@virtualfilmer Do you have discord or something? I can show you my problem and my idea for solution.
Is MetaHuman currently 5.3 a facial live link on iclone?
With 5.3, yes you can use Unreal LiveLink to connect iClone faces to metahumans. www.reallusion.com/iclone/live-link/unreal-engine/default.html
Hi Toby, Great Tutorial, Greetings Robert
Invalid input Lod0 ,why
The “USDImport” node is not currently working. It requires a new version of Marvelous Deisgner that is not yet released. It will be released on April 20.
If you delete the usd import node, you can currently use the “staticmeshimport” node, but it is very limited and buggy - it only supports the same things that UE5.3 supports.
@@virtualfilmerThank you very much.