awesome stuff. Once that MB character is characterized then the whole world opens up to the amount of characters that can be created for Unreal. Amazing :)
hi Matt. this is the Mirror Matching problem which i personally faced and fixed it with a simple solution. it didn't also worked for me but when i zeroed rotation of all the bones such as upper-arm fore-arm etc. it worked perfectly. for me this solution worked.. thanks for the video man really appreciate it. huuuge help :)
Now that the ue4 character is in T pose the define profile works. Thank you. Also had an issue when importing the ue4 character it was facing down. Importing without animations fixed that for some reason.
Hi! Do you know how to change gizmo coordinates of root bone? When i export animation from UE to MB my animation cant work correct in movement. For example, my character should move forward, but in MB it moving up. Sceleton of my character the same as in UE. Is it possible to fix somehow root motion? Thank you for any advice!)
What do you do if your character is laying on the ground? Also, after I did this my character was following the animations, but his arms were stuck in the T-Pose...not sure what happened with that. I was trying to Retarget ALS animations for my Character Creator 4 Char
Hi John! If your character is rotated, just rotate the original skeleton so that it’s standing upwards (grabbing the root should be enough). Regarding the arms not following, my guess is that something went bad with their characterization. Was every bone green once you were done?
@@MattCourtoisAnim Thanks for the response I ended up finding out what I was doing in Control Rig so I ended up not needing to use Motionbuilder. I did try to rotate it back up but it appeared I would need to do that for every frame...I did check and all my bones were green...it ended up being a matter of tweaking some settings to get the hands too follow more closely. Setting rigs up in MotionBuilder turned out too be much more difficult then it is inside of the Unreal Engine so I think I'll take a pass on it.
@@MattCourtoisAnim Just when I'm trying to apply the bvh/fbx file to my character. I can manually move it without a issue. And thanks for getting back with me
I met a shiny dude, he visited my place, and then we proceeded to make him available for animation in Motionbuilder.
awesome stuff. Once that MB character is characterized then the whole world opens up to the amount of characters that can be created for Unreal. Amazing :)
Très instructif, j'adore ! vivement le prochain épisode.
Nice explaination. Helped me alot with mobu.
Very nice tutorial, thanks a lot
Thanks a bunch man! Wait... Maxime Guemon... mec on s'connait nan? :)
hi Matt. this is the Mirror Matching problem which i personally faced and fixed it with a simple solution. it didn't also worked for me but when i zeroed rotation of all the bones such as upper-arm fore-arm etc. it worked perfectly. for me this solution worked.. thanks for the video man really appreciate it. huuuge help :)
Thanks so much for sharing this! I'll have to look into it, and will update the pinned comment
Works! Thank you.
Thanks a lot! It's help me🙌
You're very welcome! Thanks for stopping by
Now that the ue4 character is in T pose the define profile works. Thank you. Also had an issue when importing the ue4 character it was facing down. Importing without animations fixed that for some reason.
The mannequin has a 90degrees rotation by default. Even the folks from Epic mention that quite often :)
Hi!
Do you know how to change gizmo coordinates of root bone?
When i export animation from UE to MB my animation cant work correct in movement. For example, my character should move forward, but in MB it moving up. Sceleton of my character the same as in UE. Is it possible to fix somehow root motion?
Thank you for any advice!)
Hi sir! Can you upload the skeleton definition template for this? thank you!
What do you do if your character is laying on the ground? Also, after I did this my character was following the animations, but his arms were stuck in the T-Pose...not sure what happened with that.
I was trying to Retarget ALS animations for my Character Creator 4 Char
Hi John! If your character is rotated, just rotate the original skeleton so that it’s standing upwards (grabbing the root should be enough). Regarding the arms not following, my guess is that something went bad with their characterization. Was every bone green once you were done?
@@MattCourtoisAnim Thanks for the response I ended up finding out what I was doing in Control Rig so I ended up not needing to use Motionbuilder. I did try to rotate it back up but it appeared I would need to do that for every frame...I did check and all my bones were green...it ended up being a matter of tweaking some settings to get the hands too follow more closely. Setting rigs up in MotionBuilder turned out too be much more difficult then it is inside of the Unreal Engine so I think I'll take a pass on it.
Confirm that mirror is working on Motion Builder 2022 with UE skeleton. Perhaps it's a bug in 2018 version. Thanks for your work :)
Many thanks for sharing such good news!
For some reason everything moves besides the torso (ue4 Mannequin)...Any idea on how to fix this? And great video G
Thanks for your comment! Is the torso static when retargetting some data or is it even the effector that you can't manually move around?
@@MattCourtoisAnim Just when I'm trying to apply the bvh/fbx file to my character. I can manually move it without a issue. And thanks for getting back with me