As a 16 year developer, I hope you know that your videos are extremely clear and accurate. Very applicable and very well edited. Great job to everyone involved!
Your videos are exactly what I've been looking for! Keep up the good work. BTW I can't find the Epic VS Advanced Skeleton video you referenced in this video
Hi, by default the tool might need to be sourced in the Mel script in your Maya scene when you set up the shelf. You can also open the Mel script in a text editor to see more details.
@@ClassCreatives // Warning: string $loc[] = `parentConstraint -mo -weight 1`; // // Warning: Line 455.56 : Redeclaration of variable "$loc" shadows previous declaration at line 448. Previous value will be overwritten by explicit initializer. // this warning pops up
Please tell me is there a way to add a ready-made metahuman animation to advance? or should I always import the mannequin5 version for this to work? I have a ready-made animation for mh, but I would like to avoid retargeting to the unreal and importing this animation to maya for advance, can I import the mh skeleton animation right away?
Yes you can export metahuman body animation and import it to the Advanced Skeleton rigged body, just be sure the animation from Unreal is with the UE5 skeleton (UE4 skeleton body animation wont work with metahuman Advanced Skeleton body rigs). If the animation isn't with UE5 skeleton hierarchy, as of now you unfortunately would have to retarget it.
I have a problem. After i apply animation to MH with mocap library in maya his legs below the knee break. Could you help me to figure out how to solve it?
Sometimes the knees need to be manually adjusted, this depends on the type of animation you are importing on to the rig, this is common. If the knees are twisted up and broken, this also happens as a bug when the plugin is updated by the developer, so rolling back a few versions can resolve it, until it's fixed in an update by the developer.
How can we apply Mixamo animatiopn to metahuman (Advanced Skeleton Rig) , I have tried Using MocaPMatcher But ins not Accurate, How can use MocapLibrary Option for mixamo animation
We have not worked directly with that workflow, however as long as your rig in Maya is created according to the UE5 template (for metahumans) all fbx animations should import to that rig in the MocapLibrary tool as long as those Mixamo animations are setup for the UE5 mannequin template. UE4 animations will not work with MetaHuman bodies.
For some reason when I try to apply any animation exported from Unreal in the MoCapLibrary under Motion Capture (Custom) the Choose button once I've selected the FBX file I want to use is greyed out!? I'm using Maya 2020 and Advanced Skeleton v 6. I'm working with the UE5 Manny in UE5.2. I tried the Unreal Mannequin from UE5.2 and have the same problem
We haven’t seen this issue, you do have to make sure you are importing UE4 animations to UE4 template AS rigs and UE5 mannequin animations onto UE5 AS template rigs, if you do not do this the animations will not import. If this still isn’t working definitely report it to AS.
As a 16 year developer, I hope you know that your videos are extremely clear and accurate. Very applicable and very well edited. Great job to everyone involved!
This means a lot to us Kyle! We are glad we can give back and share our industry workflows for your personal developments! 💪
Your videos are exactly what I've been looking for! Keep up the good work. BTW I can't find the Epic VS Advanced Skeleton video you referenced in this video
Really glad to hear it’s what you are looking for! Yes that video is coming very soon
Do you have a video of making your own animation without importing something from mocap using this addon?
Yes, we have several keyframe animation lectures in our Animation Masterclass, rigging courses, and our latest course about Grease Pencil workflows.
how did you make anim snap work for your maya? when i tried to install it an error happend
Hi, by default the tool might need to be sourced in the Mel script in your Maya scene when you set up the shelf. You can also open the Mel script in a text editor to see more details.
@@ClassCreatives // Warning: string $loc[] = `parentConstraint -mo -weight 1`;
//
// Warning: Line 455.56 : Redeclaration of variable "$loc" shadows previous declaration at line 448. Previous value will be overwritten by explicit initializer. //
this warning pops up
Yes it gives that warning, but doesn't affect the operation. Source the script in your mel, create a button and the GUI will pop up.
Please tell me is there a way to add a ready-made metahuman animation to advance? or should I always import the mannequin5 version for this to work? I have a ready-made animation for mh, but I would like to avoid retargeting to the unreal and importing this animation to maya for advance, can I import the mh skeleton animation right away?
Yes you can export metahuman body animation and import it to the Advanced Skeleton rigged body, just be sure the animation from Unreal is with the UE5 skeleton (UE4 skeleton body animation wont work with metahuman Advanced Skeleton body rigs). If the animation isn't with UE5 skeleton hierarchy, as of now you unfortunately would have to retarget it.
Great tuts, Can you do more AS tutorials? custom character for example?
Thanks for your support, yes more AS on the way 🫡
I have a problem. After i apply animation to MH with mocap library in maya his legs below the knee break. Could you help me to figure out how to solve it?
Sometimes the knees need to be manually adjusted, this depends on the type of animation you are importing on to the rig, this is common. If the knees are twisted up and broken, this also happens as a bug when the plugin is updated by the developer, so rolling back a few versions can resolve it, until it's fixed in an update by the developer.
How can we apply Mixamo animatiopn to metahuman (Advanced Skeleton Rig) , I have tried Using MocaPMatcher But ins not Accurate, How can use MocapLibrary Option for mixamo animation
We have not worked directly with that workflow, however as long as your rig in Maya is created according to the UE5 template (for metahumans) all fbx animations should import to that rig in the MocapLibrary tool as long as those Mixamo animations are setup for the UE5 mannequin template. UE4 animations will not work with MetaHuman bodies.
For some reason when I try to apply any animation exported from Unreal in the MoCapLibrary under Motion Capture (Custom) the Choose button once I've selected the FBX file I want to use is greyed out!? I'm using Maya 2020 and Advanced Skeleton v 6. I'm working with the UE5 Manny in UE5.2. I tried the Unreal Mannequin from UE5.2 and have the same problem
We haven’t seen this issue, you do have to make sure you are importing UE4 animations to UE4 template AS rigs and UE5 mannequin animations onto UE5 AS template rigs, if you do not do this the animations will not import. If this still isn’t working definitely report it to AS.
same thing is happening with me