For Unreal, the default up axis is Z, however, in Maya it's Y. So if you want to keep all the rotations on 0,0,0 when you import a character or an animation, you must change the default axis in Maya to Z up. This will simplify A LOT of things down the road. Especially when working with cinematics. You can also do that during the FBX export, in the Axis Conversion settings. Thanks for this tutorial =)
Is there a way to build a rig on different axis's? Such as me changing the front of the rig to be X Positive? That is way more helpful to do rather than making constant adjustments when importing into unreal.
I’m considering buying the indie license but concerned from comments here on lack of support or documentation. Is that addressed if you purchase the indie license as I would need some help with it.
with regards to exporting to unreal is there a way to make a fit skeleton that conforms to the same makeup as the ue4 mannequin (rotation, root bone, ik bones, twist joints, etc) ue4 uses 2bone ik, so i think the default way AS builds twist joints puts them in between two joints in a chain rather than floating on their own might break 2bone ik's in ue4.
@Pasan Madusanka i've played with that but a few problems come up, depending on # of twist joints etc transfer weights does not give you a 1 to 1 weighting, the game skel also does not generate the same Ik joints fore feet/hands/gun as the mannequin has, aswell u have to create a extra leaf joint for any joints u want to keep when game skeleton gets created, and while i have yet to test it im not sure what problems could arise with using the face builder and exporting the game skeleton; mostly these are little tweaks to account for but would be optimal to have a fit skeleton that conforms to base mannequin to then build on top of, but yes for getting a simple character right into unreal the game skeleton is awesome.
@Pasan Madusanka they seem to be, though ive found in the meantime the best workaround is to generate the UE skel and skin directly to it instead. for whatever reason transfer skinning from the generated fit skel creates havoc.
@@7_of_1 you can simply do another workflow , instead of building body skeleton , use Ue4 skeleton to rig and skin your character, and then Mappe the bones for advanced skeleton using its mapping feature,, where it has presets to map Mixamo, Motionbuilder, CC2-3, HIK etc, and you can add your own mapping scheme too, and then use facesetup to build face on Non-advancekeleton body rig.
isnt there any way i can use just a voice clip to drive the lip sync without having to rely on which language it is? based on the sounds it makes why cant it use some phonemes to mimic the mouth to its respective phoneme? for instance, in iClone the lip sync works perfectly regardless of the language you speak. it automatically lip syncs to perfect phonemes. I really hope Advanced skeleton would adopt such a way without the need to show the text.
i'm using v5.591. rig and convert FaceSetup to blendshape error " AdvancedSkeleton5.mel line 21701: No object matches name: FaceFitSkeleton.run " . how to fix it?
Fatal Python error : Py_Initialize: unable to load the file system codec ModuleNotFoundError : No module named 'encodings' In Maya, error message : mfa_aligne.exe stopped to run :(
What is the price of the plugin and where can I buy it? can you do lip sync directly on UE current version? Why do it first on Maya? Thanks and STAY SAFE!!!
Hello, Greetings. I am following all the above rules (except the second way of the following video ua-cam.com/video/n1L40oitizU/v-deo.html ) to use my animation in unity(2019.2.7). I have tried to "Simplified-FaceSetup" along with & without "optimize SkinCluster for export in" & "optimize joint-count for export" but unfortunately, it is not working properly. Facial expression is broken in some areas! I am using maya 2019 & AS 5.720 Please help me. Thanks
For Unreal, the default up axis is Z, however, in Maya it's Y. So if you want to keep all the rotations on 0,0,0 when you import a character or an animation, you must change the default axis in Maya to Z up. This will simplify A LOT of things down the road. Especially when working with cinematics. You can also do that during the FBX export, in the Axis Conversion settings. Thanks for this tutorial =)
Can you guys do a video tutorial from rigging step, connect motion capture and face cap then import into unreal engine 4?
Great tutorial! Advanced Skeleton blendshapes to unity would be another great tutorial :)
Is there a way to build a rig on different axis's? Such as me changing the front of the rig to be X Positive? That is way more helpful to do rather than making constant adjustments when importing into unreal.
I’m considering buying the indie license but concerned from comments here on lack of support or documentation. Is that addressed if you purchase the indie license as I would need some help with it.
I don't have the Simplify option in my version. Did it get deprecated in the current build?
ua-cam.com/video/3KPD7zBRWn0/v-deo.html
with regards to exporting to unreal is there a way to make a fit skeleton that conforms to the same makeup as the ue4 mannequin (rotation, root bone, ik bones, twist joints, etc) ue4 uses 2bone ik, so i think the default way AS builds twist joints puts them in between two joints in a chain rather than floating on their own might break 2bone ik's in ue4.
@Pasan Madusanka i've played with that but a few problems come up, depending on # of twist joints etc transfer weights does not give you a 1 to 1 weighting, the game skel also does not generate the same Ik joints fore feet/hands/gun as the mannequin has, aswell u have to create a extra leaf joint for any joints u want to keep when game skeleton gets created, and while i have yet to test it im not sure what problems could arise with using the face builder and exporting the game skeleton; mostly these are little tweaks to account for but would be optimal to have a fit skeleton that conforms to base mannequin to then build on top of, but yes for getting a simple character right into unreal the game skeleton is awesome.
@Pasan Madusanka they seem to be, though ive found in the meantime the best workaround is to generate the UE skel and skin directly to it instead. for whatever reason transfer skinning from the generated fit skel creates havoc.
@@notmyself9279 Are you saying you get the ue4 skeleton from msnnequin into unreal and bind this directly using the plugin to yuor mesh?
@@7_of_1 you can simply do another workflow , instead of building body skeleton , use Ue4 skeleton to rig and skin your character, and then Mappe the bones for advanced skeleton using its mapping feature,, where it has presets to map Mixamo, Motionbuilder, CC2-3, HIK etc, and you can add your own mapping scheme too, and then use facesetup to build face on Non-advancekeleton body rig.
isnt there any way i can use just a voice clip to drive the lip sync without having to rely on which language it is? based on the sounds it makes why cant it use some phonemes to mimic the mouth to its respective phoneme? for instance, in iClone the lip sync works perfectly regardless of the language you speak. it automatically lip syncs to perfect phonemes. I really hope Advanced skeleton would adopt such a way without the need to show the text.
lets be honest.. this proly the only pluggin i would actually pay for
i wish there was some documentation, i don't even know how to attach new mesh to the rig without breaking.
Awesome tool, thank you so much!
Where can I find the tool link
Great tool, thank you!
does this workflow also export the body`s animation ?
i'm using v5.591. rig and convert FaceSetup to blendshape error " AdvancedSkeleton5.mel line 21701: No object matches name: FaceFitSkeleton.run " . how to fix it?
How can i keyframe the autolipsync so it doesn't start at the beginning of my animation
After pressing the button Convert FaceSetup, the skin on the beard and eyebrows flies. How to fix it?
I dont see the simplified facesetup tab nor button. I downloaded the latest version. and What version is that in this turorial.?
HELP PLEASE!
I suggest checking this link:
ua-cam.com/video/3KPD7zBRWn0/v-deo.html
Fatal Python error : Py_Initialize: unable to load the file system codec
ModuleNotFoundError : No module named 'encodings'
In Maya, error message : mfa_aligne.exe stopped to run :(
Can anyone tell me please where to find this S item, I don't have it on the shelf and don't know where to search😭
it is actually possible export this to Unity ?
What is the price of the plugin and where can I buy it? can you do lip sync directly on UE current version? Why do it first on Maya? Thanks and STAY SAFE!!!
We can do like this in maya 2012 version
// Error: file: C:/Program Files/Autodesk/Maya2019/scripts/AdvancedSkeleton5.mel line 23947: No object matches name:
You have to load the model as: Open Scene. Not working if you: Create Reference ;)
is this support for free verson?
both free and paid version are the same thing. You pay for the license, not the tool.
Hello,
Greetings. I am following all the above rules (except the second way of the following video ua-cam.com/video/n1L40oitizU/v-deo.html ) to use my animation in unity(2019.2.7). I have tried to "Simplified-FaceSetup" along with & without "optimize SkinCluster for export in" & "optimize joint-count for export" but unfortunately, it is not working properly. Facial expression is broken in some areas! I am using maya 2019 & AS 5.720
Please help me.
Thanks
How to add in Chinese
3:22
not working😡