Great tutorial Tony 🙌 One more question ' How to make root bone to follow pelvis (Hip)?' Kindly help please! I've noticed in mocap root motion doesn't come by default and it is necessary to have root motion to integrate animation in gameplay blueprint. WHat you say?
@12:11 and before, you're assembling animations. However, in the asset details of each of those "animation sequences" do you have "EnableRootMotion" and or "Force Root Lock" checked?
So the difference will show up if you want to export any animation back to somewhere like Maya. In this example I also had Maya in Z up, so the dog animation came in as I would expect. If Maya was set to Y-up, animations would have imported rotated 90 degrees and would not look correct in Maya. This would make extra work to rotate everything back and remove the top extra root node that is created. If you never plan to move anything out of Unreal then its not an issue.
Very helpful. Thanks!
I have been searching for these solution for ages, Thank You.
this was so nice, and smooth!
thx man, great video
Fantastic 🏆! Thank You 😁!
very useful and clearly
Very nice!!
when I import metahuman animation in Maya, animation come correct but the body mesh not following.. how to fix it ?
Great tutorial Tony 🙌 One more question ' How to make root bone to follow pelvis (Hip)?' Kindly help please!
I've noticed in mocap root motion doesn't come by default and it is necessary to have root motion to integrate animation in gameplay blueprint. WHat you say?
how i can add epic ik to character in maya and export to ue5 ? (ik_foot, ik_gun etc)
how can i export that animation in UE with materials still on?!
How do you get to play your animation from the sequencer?
@12:11 and before, you're assembling animations. However, in the asset details of each of those "animation sequences" do you have "EnableRootMotion" and or "Force Root Lock" checked?
So what the the actual differences between Zup skeleton meshes and Yup skeleton meshes except Zup makes UE do a bit more work for coordinating?
So the difference will show up if you want to export any animation back to somewhere like Maya. In this example I also had Maya in Z up, so the dog animation came in as I would expect. If Maya was set to Y-up, animations would have imported rotated 90 degrees and would not look correct in Maya. This would make extra work to rotate everything back and remove the top extra root node that is created. If you never plan to move anything out of Unreal then its not an issue.
@@tbowren Thank you so much for clarifying it again!
eeeww... Maya... But hey ! Thanks for the exporting option in UE