Thank you very much, friend! This was the way out for me! Now I can transfer any animation, to any skeleton (or almost any). Thank you very much again! 🤘
Thanks for sharing! Between this video and the one on characterization I went from not knowing the first thing about mobu to being able to use it regularly in production!
@@jordancash80 Yeah I think I'd find that really useful. I was gonna work through your filter and constraint tutorials next. Exporting to other dccs would be an interesting topic to cover I think.
Your character animation might not have a bind pose setup. A way around this is if you can freeze the transformations from the Tpose of skeleton that is identical to the one for the animations.
How do I export the original skeleton with the retargeting applied? There seems to be no animation on the original skeleton when exporting as .fbx or exporting as motion file
Hi Eve, Sorry for the late reply. I have been on vacation the last month and a half and unplugged from online communication and taking a much needed break. You need to make sure you plot the skeleton before you save the FBX file. You should do this as a plotted version so that changes can be made to the original. If you have any further questions feel free to message me directly.
vídeo incrível, salvaste-me um projeto! now in english: incredible video!!!
Thank you very much, friend! This was the way out for me! Now I can transfer any animation, to any skeleton (or almost any). Thank you very much again! 🤘
Thanks for sharing! Between this video and the one on characterization I went from not knowing the first thing about mobu to being able to use it regularly in production!
Awesome Thanks for the feedback. Should I start making videos again?
@@jordancash80 Yeah I think I'd find that really useful. I was gonna work through your filter and constraint tutorials next. Exporting to other dccs would be an interesting topic to cover I think.
Holy God, thanks. For some reason it took me forever to find someone to explain I had to characterize the skeleton.
Thank you!
Jordan thanks for tutorial! Really helped.
Very intuitive, thanks for sharing!!
Thank you that you exist, you saved my job xD
Awesome. I am glad to help.
when I zero root the skeleton of the fbx animation, it does not result in a t-Pose. rig just looks jacked up.
Your character animation might not have a bind pose setup. A way around this is if you can freeze the transformations from the Tpose of skeleton that is identical to the one for the animations.
@@jordancash80 yeah it's a true mocap fbx file. Going to try adding a tpose to the first frame of the animation in blender
Same here. Mate, how did you fix it?
@@alan112223 sadly never found a solution :(
@@lioncrud9096 I'm struggling too. any luck?
When I import all the animations show. How do I only show one
You need to select all the animations when doing the motion file import. This will add them as takes.
Shame you didn't show how you imported the first mesh, it's nice to start with an empty scene.
Hello, how can I make my character animation run in-place?
ua-cam.com/video/8Sp2KjOcGiY/v-deo.html Here you go!
Jordan Dubreuil Thank you so much!
How do I export the original skeleton with the retargeting applied? There seems to be no animation on the original skeleton when exporting as .fbx or exporting as motion file
Hi Eve, Sorry for the late reply. I have been on vacation the last month and a half and unplugged from online communication and taking a much needed break. You need to make sure you plot the skeleton before you save the FBX file. You should do this as a plotted version so that changes can be made to the original. If you have any further questions feel free to message me directly.
Everything works but the arms for some reason
hi,guys,I can't choose the source of my skeleton like you can, I am a novice, can you help me,thanks!
You need to source it with another characterized skeleton. Is the source setup as a character?
Hey dude, could I contact you somehow?
Sure I just sent a message to the email on your UA-cam Page.