You single-handedly saved me. This tutorial helped me find out why my armature was broken while retargeting I never knew about the rest pose messing things up thank you so much!
How good is the rest pose fix!? Seriously, there's a few addons out now that do a lot of this retargetting for free, but I stick with ARP mostly because of this one feature. It just fixes so many things.
Approved! This is great Jamie, so nice to see someone else address the "download and skin to the skeleton" tutorials out there. Nice overview of the process, great stuff!
Holy crap, this is a game changer. I'm pushing for our studio to incorporate Blender more into our pipeline, and we're starting to work with a lot more motion capture data, so this is just what I needed. Liked, subscribed, and used the affiliate link!
Hey John. That's awesome and I'm guessing that copy of AutoRig Pro that just went through was yours :P Have you checked out the most recent Gremlins animation I did? I've managed to get facial capture working now. There'll be some new tutorials coming out in the next couple of months about that. Oh, and welcome to the channel :D
@@JamieDunbar Without being able to say too much about the case I'm working on, I work for an engineering investigation firm that does 3D animation. We work on a lot of "slip & fall" cases, pedestrian/vehicle accidents, product liability, etc. The one I'm working on now involves a person getting in and out of a bathtub and the consultants are super excited about what I was able to produce in the last couple days. Thanks again!
Just brilliant! A great tutorial. A great explanation. I am so enjoying your channel content. Thank you so much for sharing your knowledge. THANK YOU! Dg
I haven’t tried it myself yet, but the results I’ve seen from others have been really impressive. I’m somewhat jealous I purchased their suit a year ago 😅 Is it completely free? I’m kind of expecting they’ll offer the basics for free and ask you to pay for some extras through Rokoko Studio.
@jamie dunber regarting that tweaking you can use animation layer addon which is make things more easier in my point of view it wont change main animation or mess up anything check it out
Thanks for the tut. 1) 6:54 I dont trust Blender's native FBX import. Is the option you did safe to fix the bones (will it cause problems in UE4)? Or should I use the Plugin Better FBX Importer? 2) 7:05 How do I get that menu box open? I hate Blender because it's not apparent how to pull up tabs etc that I see on people's screens. Edit: Found it. Why do they make the navigation so weird. I have to pull on the TINY "
Hi Kenalpha 😊 1. I’m not 100% certain the bone rotations won’t cause issues in other software. I’ve done some work back and forth between both Unreal/Unity and Blender and it hasn’t caused me any issues, but I haven’t done enough to say for sure. 2. Do you mean the side panel? It’s referred to as the ‘n panel’ because it opens/closes when you press the N key.
@@JamieDunbar Ty! _Solved: Also __8:21__ I dont see the cube around the monkey (to grab the Torso bone). Only rectangles._ _I downloaded your Suzanne_autoRigPro_01. Is something wrong or you changed the version I have?_ Edit: I watched the wrong part. You cover the AUTO RIG (file version) setup at 19:59. Ty
@@JamieDunbar Edit: I watched the wrong part. You cover the AUTO RIG (file version) setup at 19:59. Ty. _Old: __9:30__ Also I dont have the "Rig Main properties" in the ITEM tab, after installing Auto Rigger and its Pro tools??_
@@JamieDunbar 1) Solved: The "Copy Selected Bones Rotation" button jumped to higher in the N tab. _1) Old: Im stuck with a screen difference. __22:06__. As soon as I click "Redefine Rest pose"... The "Copy Selected Bones Rotation" button disappears in my N panel. So I cant set the new A pose rotation._ _I have Auto Rigger 3.63._ Unsolved: 2) 21:23 Also after I applied the Mixamo Preset, the N panel has a button that says "UPDATE REQUIRED!" = "Update old armatures to the latest version. May require to click 'Match to rig' afterwards to correct bones alignment." 3) So idk do I need to click Update first, or Set the rest pose first? 4) 22:16. Define Rest pose: When I click the main legs bones, there are are IK foot L (pointing down?) and R (pointing up?); and I have Hand_ gun bones. Do I select those too, to rotate to A pose? Ty
Awesome video! I have had this issue before when working on mixamo animations, never knew there was such an elegant solution to it. I'm looking forward to the next part!
Combining Auto-Rig Pro and Mixamo has really changed my animation workflow. I can pump out so much more animation now. Hopefully it can help you just as much! I'm currently editing part 2. Should have it up by the weekend ;)
@@JamieDunbar I have question : How do you have rigged your character with Auto Rig Pro ? Because à 20:00, you just show the rig finished ! Do you have a tuto for that ?
Hey @@rebelllion8853 . I actually don't have a tutorial for AutoRig Pro yet. I should do something about that... In the mean time, ARP has their own UA-cam channel with video demonstrations here: ua-cam.com/users/ArtellBlendervideos
that is one hell of a speedup compared to having to build a retargeting rig myself for a rigify rig. Was looking at the rokoko plugin and suit myself recently and just now diving into this messy editable retargeting problem. Will for sure give auto rig pro a spin. I'm usually wary of too much automation because I think it might limit my understanding of how some processes work, which makes it hard to fix something when it goes wrong. But its not a big price tag and def a time saver, might start using it and doing my 'homework' building retargeting stuff later on! Thanks Jamie (and Lucas I guess :D )
Completely agree on having too heavy a reliance on plugins, for exactly the same reason. In this case I make an exception. Having to manually re-target every bone in a rig is the kind of nightmare that makes my eyeballs bleed! Don't tell Lucas, but he could triple the price of ARP and it would still be good value. I just found out that AdvancedSkeleton for Maya (which does some pretty similar stuff) is around $3,000!!!
Wow thanks! Yeah this is something I've run into as of recently, I have a cc3 character I created with custom skin and clothing etc and then I added Actor Core Animations but have been trying to figure out the best approach because my client wants some custom animations and that throws everything out of whack since ARP and CC3 rigs are slightly different when animations are involved in the process so i'd say you nailed it.
That's awesome Deygus. Yes, I've used this workflow to play with animations from Mixamo, MocapOnline, Rokoko and even once or twice Actor Core (love their library!).
is it possible to use a non-animated character as the source character? Lets say retargeting the motion of a person dancing in a music video to any other character?
Hey Lakpa. You can - sort of. There are programs out there that can create a motion capture animation out of video footage. Radical or Move.ai are two that come to mind. Once they've converted your video to mocap, you can then retarget that mocap to your final character. Just keep in mind this technology is still very new and it's not terribly accurate yet. But it's certainly cheaper than buying a mocap suit. getrad.co/ www.move.ai/
Naw, thanks Konossam. I've definitely got more videos planned, but work has taken up a lot of my time lately. I've probably got another week of hard work, but then I should have some time to finish off these videos. More Pokemon tutorials anyone!?
Thanks man that helps a lot very informative definitely subscribed. I got a question that my source bone structure has no fingers just the wrist, but my target bone structure has fingers. when I click build bone list I cant find my fingerbones on the target list, and there is no where to add target bons to the target list.
Hey Jamie (Great name by the way ;)) I believe the "build bones list" takes the source armature and adds every bone in the rig to the list, so you can then map it to your target armature. So if your source doesn't have finger bones, they won't show up. Why do you want to manually add finger bones? If your source doesn't have them, you won't have anything to retarget from anyway.
@@JamieDunbar thanks for the quick reply Jamie. That make sense. I wanna to see finger bones(cause they exist) and put none after it , it makes me feel fullfilled haha, kind sily I know.
In terms of pure ‘quality’ I don’t think there’s a lot of difference. But ARP has a bunch of presets that makes it really easy to retarget from Rokoko, Mixamo, Character Creator and others. It obviously is also an auto-rigger and makes it really easy to export rigs and animations to Unity and Unreal engine. So if all you want is a retargeter, and you’re using Rokoko mocap, then the Rokoko addon is probably enough. But if you want any of those other tools, ARP is brilliant.
can you add to this great tut? I imported a second animation to blend from mixamo, but getting the two together didn't quite work out! what is the right way to blend two animations from mixamo together?
Haha, I sense a part 3 coming :P That's actually a really good question and one that's definitely worth making a tutorial for. The brief answer is - sometimes mocap data lines up perfectly and will just work (a lot of the MocapOnline stuff does this) and other times you'll need to manually blend between the two by creating your own in-between poses.
@@JamieDunbar yeah it was weird. I took a totally different dance move from mixamo and tried to copy and paste the animation data to the rig of another - and then retargeted the new rig with both moves and it just flipped out. didn't work at all. I will have to look into mocaponline.
Hmm, that’s strange. Assuming the copy/paste between mixamo rigs worked, there’s no reason the retargetting would break. Were the mixamo rigs identical?
Thanks for the tutorial I'm wondering if you can do a tutorial for Auto-Rig Pro + FaceIt (rigging) > Casacaduer ( body anim) > Auto-Rig Pro (retargeting) > FaceIt ( facial anim) Roundtrip workflow please? Thanks in advance!!
Heya Star Warz. Casacaduer looks like an amazing program. I've been following it's development but haven't actually dived into it yet. Still not sure how to fit it into my workflow. What are you using Casacaduer for?
@@JamieDunbar I'm using/testing it for physics based animation to speed up my animation workflow for my personal project. It's really a great tool for non-anim VFX artist like myself. I've combined the Auto-Rig Pro (body) + FaceIt (face) into a single rig. Everything is working well in the blender side. I'm currently stuck with the retargeting part in Blender when I try to retarget the animated fbx from Casacaduer. The bone structure and scale are basically the same but when I retargeted them, the deformation seems a bit off between the animated mesh (the ref) from Cascaduer vs my retargeted mesh. Cuz I'm animating the face after in Blender after animated the body. Would be great if you can share your experience about the retargeting process.
@@starwarz8479 Ha that's cool. I've also been using an ARP and FaceIt combination. Actually getting ready to do another video covering the process. So by the sounds of it you've already done your physics animations in Cascadeur and brought the FBX back into Blender? When you say "the deformation seems off" do you mean the skeletons don't align perfectly? Or is the actual mesh slightly different? Or both? :P Almost all the retargetting I've done the rigs are always slightly different. I always have to do a few corrections by hand, which I use Animation Layers for: blendermarket.com/products/animation-layers?ref=414 You can also just use the Trax Editor, but I prefer the addon. If it's the mesh that's different, I can only assume the weight painting is different between programs? Not sure what you can do about that. I guess it also depends just how different they are and whether it's enough to care about?
@@JamieDunbar looking forward to your video. Ya it was a bit of both, and I found out that I had some of the bones retargeted to the wrong bones, the meshes are almost perfectly aligned after the fix. I'll check out the add-on you recommended.
@@starwarz8479 Oh great, so you basically figured it out. AutoRig Pro, FaceIt and Animation Layers are an awesome combination. Like I say, you don't NEED Animation Layers, but originally coming from Maya it just makes much more sense to me.
i have recorded motion with my motion capture suite from xens , i saved it in fbx file also in obj file and mvn file , but i cannot get it into unreal engine in my selfmade character with cc4 , do i need blender to do this ?
Hey Jean. So if you want to follow this tutorial - yes it’s a Blender specific tutorial and requires Blender. That said, CC4 with an Xsens suit, going into Unreal SHOULD work. I know nothing about Xsens and only a very little bit about Unreal, so I don’t know the specific steps. But it’s definitely doable. I’d recommend checking out JSFILMZ on UA-cam. He uses MetaHuman rather than CC4, but otherwise I think he has the same setup. youtube.com/@Jsfilmz
Ok I have finally come back to this video in hopes of trying to learn to use my motion captures on my models and it seems to have worked. I only have a slight issue and it's the fact that my pelvis root is only moving the lower half of the body, but not the top part, but both the top body animation and lower body animation are working despite this predicament of the top half not moving with the rest of the body when it's walking or anything that requires the whole body to move in any direction. Is there a way to fix this? (Never mind turns out my model had the actual hip bone that controlled both inside of the pelvis bone which only controlled the feet lol)
Hey Samurai. Sounds like you've just about got it all working. What rig are you using where the pelvis doesn't move the top of the body? Does it do that before you retarget, or only after?
Cool stuff.. but Is it possible to use these tools and export to unity? Is it possible to convert an autorig pro rig to animate a simple rig for use in unity?
AutoRig Pro comes with some built in tools to automatically export its rigs to both Unreal and Unity. I don’t work in games much, but the couple of time I have it’s been a huge timesaver 😌
Help please, this has been working well before the 3.2 update. When I tried to use retarget the rigs, it gives me error 'object' object has no attribute 'proxy'
Hey H.Yeah. Just did a test myself and immediately ran into the same error. Must be a bug between updates. I'll send an error report to the developer. He's always been real quick at fixing things. For now you'll probably have to stick with 3.1 to use ARP.
@@JamieDunbar Hey, thanks for the response. Immediately after running into the error, I decided to stick to update 3.1 and everything was working perfectly.
@@h.yeah3606 Got a response. We must have missed an ARP update - it's already been fixed! Make sure you're downloading version "3.65.34" or above and you should be right.
There is something wrong with my ratargeting. At first it worked very good. Now once i click at the IK mixamo preset all i have are errors. Do you know what may cause that?
Hey Alkis. There's quite a lot of things it could be. Without knowing exactly what you did it's nearly impossible to narrow it down. Feel free to post the error message. I *might* be able to tell you something from that.
@@alkistagaras8269 Are you building the bones list, then applying the preset? Or just trying to apply the preset? I'm pretty sure you need to build the bones list first, so the preset knows which bones it needs to connect.
@@alkistagaras8269 I think you might be misunderstanding how the bones list and presets work. You first need to build a bones list. That tells the addon what bones are in your particular rig. You THEN apply the preset to the bones list. By default the 'build bones list' uses FK controls, but apply the preset will change it to IK. If you try to apply a preset without a bones list, it will likely throw an error because it doesn't know what the bones are yet (hence the missing bones error). Make sure you're doing things in the right order and let me know if it's still not working.
I went through your tutorial using Auto-Rig Pro and things worked perfectly with your Suzanne character, but when I tried to do the same thing with a more complex rigged character that I purchased, the rig separates itself from the mesh after retargeting. So I end up with the armature matching the imported mocap data but the character itself just sits there in resting pose. Any ideas?
Hey EP. Without seeing the character you purchased it's impossible to say for certain what's wrong. It sounds like the rig isn't properly attached to the geometry. Does the character animate okay if you just do hand animation? Is the armature modifier added and turned on? Does the geometry have the correct vertex groups and weight paints?
Hi, nice tutorial .. I have a question on the part related to "Copy Selected Bone Rotation" that I think your attempt to copy from retargeted rig to the source rig (Mixamo) in pose mode. Is this function a build in function in "Auto Rig" addon ? if so, do you know how we can do this without "Auto Rig" .. perhaps a python scripts? Another question to this is .. won't this impact/distort the "animation" of the source rig (Mixamo). Finally I think both these rigs has similar "(x, y, z)" rotation? have you come across where the rotation differs say by 45 degrees in x,z axis .. and if so do you know how to fix it or would this "copy selected bone rotation" technique able to resolve this? Appreciate if you can share your experience ..
Thanks VET. Yes, the copy bone rotation is part of Auto-Rig Pro. I don’t know any other addons that do the same thing. In theory, all it’s doing is offsetting the default pose of the source rig, so you could try rotating the bones manually and resetting the rest pose. Technically yes, this does distort the source rig animation - but that’s kind of the point. We WANT to distort it slightly so it better matches our target rig. And so far I haven’t run into any XYZ rotation issues. Either I’ve been lucky, or ARP has some clever math that deals with it under the hood.
I encountered an issue when I retargeted my ik rig the controls jumped really far away I had to put my rig ontop of the animation and make it a bit bigger for it to retarget right
What do you mean "put your rig ontop of"? Auto-Rig Pro does have the 'auto-scale' feature, which is meant to make your rigs roughly the same size and make the retargetting more accurate. Did that not work for you?
Ha, that’s weird. Personally I haven’t encountered that problem yet, but I’ve been lucky that most of my rigs have had similar proportions. I can easily see that being an issue though. Were you able to fix it with either the NLA editor, or Animation Layers?
@@JamieDunbar I was able to mostly fix it by reszing the animation to the size of the rig via the scale tool and put animation at the orgin after that it work fine, I have seen some other people use this method when doing recapture if they are not using autorig pro
I do everything the same. But when I click "re-target", there becomes an error like: "Attribute Error: 'NoneType' object has no attribute 'name'." I would be glad if you help :)
Hey Onur. That's an interesting error. Almost certainly, that means something hasn't been assigned properly. It might be you haven't assigned the armature correctly. Or it might be a bone hasn't been assigned properly. Double check all of those first. If that doesn't work, you may have encounter a proper bug. In which case, I'd suggest reporting it to the developer. He's always been quite responsive with me and I've helped fix a bug or two before. If you've bought ARP you should be able to send him a message through Blender Market.
@@JamieDunbar The character I have rigged is a Character Creator 3 character. I used ARP to re-create the bones and rigify, then I made the facial bones joined to the ARP rig. Probably the facial bones caused the error. Thank you for your reply :)
I`ve got tons of BVH collected over the years and am searching for an easy way to transfer it to my rigs. Tried Rokoko and BVH retagetter plugins, but they`re all about errors or results that can`t be fixed. As I started watching this video, I thought like: Man, if Autorig makes things so easy, maybe I should buy it, but lost it somewhere in the middle, all that retargetting made me confuse, too many tweaks and such, I`ll try to rewatch it and see how it will be going on. I guess tutorial is nice, I`m just not that sharp in animation department.
Hello! First off, yes ARP definitely works with BVH files. And yes, although ARP is awesome, the process is still confusing the first couple of times you do it. Even after a year of using it, I still sometimes forget a step 😅
@@insertanynameyouwant5311 Haha. Unfortunately you kind of need all the buttons to make it work nicely. Personally I'd consider swapping some of the UI elements around so you start at the top and work your way down. Currently I find myself jumping back and forth. But that might also just be my workflow. Mocap is just a pretty complicated process. There's only so much you can do to simplify it.
Here's my error Traceback (most recent call last): File "C:\Program Files\Blender Foundation\blender-2.93.0-a915e47ca17d-windows64\2.93\scripts\modules\addon_utils.py", line 351, in enable mod = __import__(module_name) File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\__init__.py", line 21, in from . import core File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\core\__init__.py", line 3, in from . import receiver File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\core eceiver.py", line 4, in from . import animations, utils File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\core\animations.py", line 5, in from .live_data_manager import LiveData File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\core\live_data_manager.py", line 5, in from ..packages.win.lz4 import frame File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons okoko-studio-live-blender-master\packages\win\lz4\__init__.py", line 14, in from ._version import ( # noqa: F401 ModuleNotFoundError: No module named 'rokoko-studio-live-blender-master.packages.win.lz4._version'
Oh is that the Rokoko addon? Unfortunately I don’t really know much about the Rokoko retargeter. I’ve heard the Rokoko team are pretty awesome at helping people out though. You might have some luck asking them. Also, are you using the latest version of Blender? They may not have updated the addon to be compatible yet. I’ve had a couple of addons break in the last update.
Amazing video! Thank you very much :> I have been trying to find a good tutorial about this topic and your video is the best! keep up the good work sir :>
your tutorials are great! and i've brought the animation layers through your link! I keep getting this really weird bug with ARP where sometime the body mesh becomes unbound from the rig if I click with the workspace, the only way i can get it back it to rebind or CTRL + Z any tips ? Thanks and keep up the good work
Hey Thomas. Glad you’re enjoying the videos 😁 I can’t say I’ve encountered that bug. And it’s a hard one to work through without seeing it. You’re welcome to try sending me some screenshots on the Facebook page: facebook.com/DragonbootsStudios Otherwise you can contact the developer on Blender Market. He’s been really good at getting back to me and we’ve already patched some bugs together.
@@JamieDunbar one thing I was also curious about...maybe could be a topic of a future tutorial...how does one integrate just hand and finger mocap data onto another armature with body mocap already applied? I have the set of gloves as well, and my results using the gloves with the suit are great. If you only use the gloves, it gives you a static armature with the hands held out front moving.
@@MrBlacksheep73 Hmmm, that's an interesting question. I haven't worked with purely hand data before. I assume you'd set up your retargetting so it only connects the hand/finger bones - so remove all the static bones from the list. Then do another retarget with the full body and combine the keyframes. I'd be curious to test it out and see if my theory is right. If you'd be willing to share a hand capture I'd be willing to try a few things. Want to PM me on Facebook?
Thanks for asking Song Xin. I always forget not everyone has access to UA-cam. Yes, please repost any of my videos. The more people that see them the better 😁
Sure thing. You can grab the mixamo preset by downloading the Suzanne rig. Just make sure you get the "Rigify" version to get the correct remap: dragonboots.gumroad.com/l/hMYYf Just a heads up, the AutoRig pro addon has gone through a few updates since I made this video. That preset may not work anymore. But AuotRig pro now has a Mixamo preset built into the addon, so you may not need this download.
hey man. I use rokoko smart suit, and one thing you should look out for is the longevity of the sensors and wires. their customer support is great but it is extremely fragile and prone to internal wire snapping. I've also had problems with leg orientatios for the couple of months now, which was unable to fix. I just fix it externally within blender. Just wanted to tell u, it is extremely finicky.
Thanks for the heads up HB. I'm getting pretty close to forking out the money for a suit of some kind, so this kind of info is invaluable right now. Would you still recommend the Rokoko? Or do you think it might be worth investigating another company?
25 minutes, that is a long time when you already know that moving the action to the new rig and making sure the names match is a requirement. Anyone know of a 1 min tutorial that explains what to do with the root bone and IK bones? I know that answer is not a 25 min essay.
Hey Tanzil. Apologies, it's been just over a year since I posted this video. I can't remember exactly what the 'free rigging' part is. Can you give me a time stamp and I'll try and help?
@@tanzilsyed9857 Oh I see. Okay, I'd still say Auto-Rig Pro is the best addon available, but since I made this video there are a couple of alternatives to try. Check out the Mixamo addon. I'm pretty sure it only works with Mixamo mocap, but that might be all you need: substance3d.adobe.com/plugins/mixamo-in-blender/ It might also be worth looking at the Rokoko addon. It works best with the Rokoko suit, but I'm pretty sure you can make it work with other mocap data as well. The results just might not be as clean: www.rokoko.com/integrations/3d-character-animation-in-blender
So it's been almost another year and there's a new free Auto-Rigger that's worth checking out. Reallusion have come out with AccuRig, which is kind of a contender to Mixamo. Haven't personally tried it yet, but by all accounts it sounds very good: actorcore.reallusion.com/auto-rig
Hey Man, You did great Job..Its amazing. Thank u so much for this. Can u please share with me bones files (both), which u exported and One thing more I imported motion capture file (break dance) but after retargetting, the feet of character are going below ground..How can we fix it?? Or Is there any plugin or method, which stop objects or character feet from going below the ground. I will really appreciate if u make tutorial on this. Brother. ❤❤ @JamieDunbar
By “bone files” do you mean the retartgetting exports? You can get those on my Gumroad page with the Suzanne rig. Link is in the description. And the feet can be fixed using the Animation Layers addon. The next video in the series covers that. You can also use the NLA editor that comes with Blender if you want a free option - I just hate the NLA editor 😅
You tackle a real-life example case with a fantastic solution. Thank you.
You single-handedly saved me. This tutorial helped me find out why my armature was broken while retargeting I never knew about the rest pose messing things up thank you so much!
How good is the rest pose fix!? Seriously, there's a few addons out now that do a lot of this retargetting for free, but I stick with ARP mostly because of this one feature. It just fixes so many things.
@@JamieDunbar saved me so many confused headaches I can continue to animate my series so much easier now!
@@crow-nut3174 Oh awesome. What's the series? Have you released anything yet?
@@JamieDunbar episode one is up on my channel as well as its two trailers!
Well…I’m not going to sleep tonight. Thanks for that 😅🫣
Oh man! I've been LOOKING for something like this and never realized it was already built into ARP! Amazing. Thank you so much!!
Haha, that's awesome Trevor. Glad it helped ;)
Thanks for the excellent info! Watched and bookmarked to rewatch again.
Approved! This is great Jamie, so nice to see someone else address the "download and skin to the skeleton" tutorials out there. Nice overview of the process, great stuff!
Hey, RiggingDojo! One of the few tutorial makers out there that teaches the retargetting method ;)
@@JamieDunbar Thanks, so nice to see you hit all the major pain points and the shout out to Mocap Online :) Keep up the great work.
Holy crap, this is a game changer. I'm pushing for our studio to incorporate Blender more into our pipeline, and we're starting to work with a lot more motion capture data, so this is just what I needed. Liked, subscribed, and used the affiliate link!
Hey John. That's awesome and I'm guessing that copy of AutoRig Pro that just went through was yours :P
Have you checked out the most recent Gremlins animation I did? I've managed to get facial capture working now. There'll be some new tutorials coming out in the next couple of months about that.
Oh, and welcome to the channel :D
@@JamieDunbar Without being able to say too much about the case I'm working on, I work for an engineering investigation firm that does 3D animation. We work on a lot of "slip & fall" cases, pedestrian/vehicle accidents, product liability, etc. The one I'm working on now involves a person getting in and out of a bathtub and the consultants are super excited about what I was able to produce in the last couple days. Thanks again!
Just brilliant! A great tutorial. A great explanation. I am so enjoying your channel content. Thank you so much for sharing your knowledge. THANK YOU! Dg
Yay! Thanks Vstreet. That means a lot 😄
I've had great results with the Rokoko add-on, out of the box.
I haven’t tried it myself yet, but the results I’ve seen from others have been really impressive.
I’m somewhat jealous I purchased their suit a year ago 😅
Is it completely free? I’m kind of expecting they’ll offer the basics for free and ask you to pay for some extras through Rokoko Studio.
@jamie dunber regarting that tweaking you can use animation layer addon which is make things more easier in my point of view it wont change main animation or mess up anything check it out
Have you seen the second video in the series yet? 😜
Motion Capture - Animation Layers
ua-cam.com/video/uIf1kNTxvZo/v-deo.html
Thanks for the tut.
1) 6:54 I dont trust Blender's native FBX import. Is the option you did safe to fix the bones (will it cause problems in UE4)? Or should I use the Plugin Better FBX Importer?
2) 7:05 How do I get that menu box open? I hate Blender because it's not apparent how to pull up tabs etc that I see on people's screens.
Edit: Found it. Why do they make the navigation so weird. I have to pull on the TINY "
Hi Kenalpha 😊
1. I’m not 100% certain the bone rotations won’t cause issues in other software. I’ve done some work back and forth between both Unreal/Unity and Blender and it hasn’t caused me any issues, but I haven’t done enough to say for sure.
2. Do you mean the side panel? It’s referred to as the ‘n panel’ because it opens/closes when you press the N key.
@@JamieDunbar Ty!
_Solved: Also __8:21__ I dont see the cube around the monkey (to grab the Torso bone). Only rectangles._
_I downloaded your Suzanne_autoRigPro_01. Is something wrong or you changed the version I have?_
Edit: I watched the wrong part. You cover the AUTO RIG (file version) setup at 19:59. Ty
@@JamieDunbar Edit: I watched the wrong part. You cover the AUTO RIG (file version) setup at 19:59. Ty.
_Old: __9:30__ Also I dont have the "Rig Main properties" in the ITEM tab, after installing Auto Rigger and its Pro tools??_
@@JamieDunbar
1) Solved: The "Copy Selected Bones Rotation" button jumped to higher in the N tab.
_1) Old: Im stuck with a screen difference. __22:06__. As soon as I click "Redefine Rest pose"... The "Copy Selected Bones Rotation" button disappears in my N panel. So I cant set the new A pose rotation._
_I have Auto Rigger 3.63._
Unsolved: 2) 21:23 Also after I applied the Mixamo Preset, the N panel has a button that says "UPDATE REQUIRED!" =
"Update old armatures to the latest version. May require to click 'Match to rig' afterwards to correct bones alignment."
3) So idk do I need to click Update first, or Set the rest pose first?
4) 22:16. Define Rest pose: When I click the main legs bones, there are are IK foot L (pointing down?) and R (pointing up?); and I have Hand_ gun bones. Do I select those too, to rotate to A pose? Ty
Hey man, i needed your some help regarding the retarget of animations, any way to contact you?
Sure. Feel free to shoot me a message on the Facebook page:
facebook.com/DragonbootsStudios/
Awesome video! I have had this issue before when working on mixamo animations, never knew there was such an elegant solution to it. I'm looking forward to the next part!
Combining Auto-Rig Pro and Mixamo has really changed my animation workflow. I can pump out so much more animation now. Hopefully it can help you just as much!
I'm currently editing part 2. Should have it up by the weekend ;)
Such a great tutorial; Thank you ! I was able to adapt my knowledge of Lightwave Nevronmotion in 25 minutes. Thanks again.
Awesome Erin. Glad it helped.
@@JamieDunbar I have question : How do you have rigged your character with Auto Rig Pro ? Because à 20:00, you just show the rig finished ! Do you have a tuto for that ?
Hey @@rebelllion8853 . I actually don't have a tutorial for AutoRig Pro yet. I should do something about that...
In the mean time, ARP has their own UA-cam channel with video demonstrations here:
ua-cam.com/users/ArtellBlendervideos
@@JamieDunbar Thank you !
Awesome tutorial. I look forward to part 2
Thanks mate ;)
Part 2 is recorded. I'm hoping to upload some time later today!
that is one hell of a speedup compared to having to build a retargeting rig myself for a rigify rig. Was looking at the rokoko plugin and suit myself recently and just now diving into this messy editable retargeting problem. Will for sure give auto rig pro a spin. I'm usually wary of too much automation because I think it might limit my understanding of how some processes work, which makes it hard to fix something when it goes wrong. But its not a big price tag and def a time saver, might start using it and doing my 'homework' building retargeting stuff later on! Thanks Jamie (and Lucas I guess :D )
Completely agree on having too heavy a reliance on plugins, for exactly the same reason.
In this case I make an exception. Having to manually re-target every bone in a rig is the kind of nightmare that makes my eyeballs bleed!
Don't tell Lucas, but he could triple the price of ARP and it would still be good value. I just found out that AdvancedSkeleton for Maya (which does some pretty similar stuff) is around $3,000!!!
Thank you for all the helpful videos! 👍
No worries Mikey. Glad I could help :D
Wow thanks! Yeah this is something I've run into as of recently, I have a cc3 character I created with custom skin and clothing etc and then I added Actor Core Animations but have been trying to figure out the best approach because my client wants some custom animations and that throws everything out of whack since ARP and CC3 rigs are slightly different when animations are involved in the process so i'd say you nailed it.
That's awesome Deygus. Yes, I've used this workflow to play with animations from Mixamo, MocapOnline, Rokoko and even once or twice Actor Core (love their library!).
Fantastic tutorial!
Thanks Matthew :D
is it possible to use a non-animated character as the source character? Lets say retargeting the motion of a person dancing in a music video to any other character?
Hey Lakpa. You can - sort of.
There are programs out there that can create a motion capture animation out of video footage. Radical or Move.ai are two that come to mind.
Once they've converted your video to mocap, you can then retarget that mocap to your final character.
Just keep in mind this technology is still very new and it's not terribly accurate yet. But it's certainly cheaper than buying a mocap suit.
getrad.co/
www.move.ai/
you are awesome please keep posting comunity needs you
Naw, thanks Konossam. I've definitely got more videos planned, but work has taken up a lot of my time lately. I've probably got another week of hard work, but then I should have some time to finish off these videos.
More Pokemon tutorials anyone!?
Thanks man that helps a lot very informative definitely subscribed. I got a question that my source bone structure has no fingers just the wrist, but my target bone structure has fingers. when I click build bone list I cant find my fingerbones on the target list, and there is no where to add target bons to the target list.
Hey Jamie (Great name by the way ;))
I believe the "build bones list" takes the source armature and adds every bone in the rig to the list, so you can then map it to your target armature.
So if your source doesn't have finger bones, they won't show up.
Why do you want to manually add finger bones? If your source doesn't have them, you won't have anything to retarget from anyway.
@@JamieDunbar thanks for the quick reply Jamie. That make sense. I wanna to see finger bones(cause they exist) and put none after it , it makes me feel fullfilled haha, kind sily I know.
Do you think arp gives better quality results than rococo when it comes to retargeting?
In terms of pure ‘quality’ I don’t think there’s a lot of difference. But ARP has a bunch of presets that makes it really easy to retarget from Rokoko, Mixamo, Character Creator and others. It obviously is also an auto-rigger and makes it really easy to export rigs and animations to Unity and Unreal engine.
So if all you want is a retargeter, and you’re using Rokoko mocap, then the Rokoko addon is probably enough. But if you want any of those other tools, ARP is brilliant.
can you add to this great tut? I imported a second animation to blend from mixamo, but getting the two together didn't quite work out! what is the right way to blend two animations from mixamo together?
Haha, I sense a part 3 coming :P
That's actually a really good question and one that's definitely worth making a tutorial for.
The brief answer is - sometimes mocap data lines up perfectly and will just work (a lot of the MocapOnline stuff does this) and other times you'll need to manually blend between the two by creating your own in-between poses.
@@JamieDunbar yeah it was weird. I took a totally different dance move from mixamo and tried to copy and paste the animation data to the rig of another - and then retargeted the new rig with both moves and it just flipped out. didn't work at all. I will have to look into mocaponline.
Hmm, that’s strange. Assuming the copy/paste between mixamo rigs worked, there’s no reason the retargetting would break.
Were the mixamo rigs identical?
@@JamieDunbar I assumed so. but the legs jacked backward and the elbows were upside down. weird.
man you're the boss thanks a lot for those explanations!!
Thanks for the tutorial
I'm wondering if you can do a tutorial for Auto-Rig Pro + FaceIt (rigging) > Casacaduer ( body anim) > Auto-Rig Pro (retargeting) > FaceIt ( facial anim)
Roundtrip workflow please?
Thanks in advance!!
Heya Star Warz. Casacaduer looks like an amazing program. I've been following it's development but haven't actually dived into it yet. Still not sure how to fit it into my workflow.
What are you using Casacaduer for?
@@JamieDunbar I'm using/testing it for physics based animation to speed up my animation workflow for my personal project. It's really a great tool for non-anim VFX artist like myself.
I've combined the Auto-Rig Pro (body) + FaceIt (face) into a single rig. Everything is working well in the blender side.
I'm currently stuck with the retargeting part in Blender when I try to retarget the animated fbx from Casacaduer.
The bone structure and scale are basically the same but when I retargeted them, the deformation seems a bit off between the animated mesh (the ref) from Cascaduer vs my retargeted mesh. Cuz I'm animating the face after in Blender after animated the body.
Would be great if you can share your experience about the retargeting process.
@@starwarz8479 Ha that's cool. I've also been using an ARP and FaceIt combination. Actually getting ready to do another video covering the process.
So by the sounds of it you've already done your physics animations in Cascadeur and brought the FBX back into Blender?
When you say "the deformation seems off" do you mean the skeletons don't align perfectly? Or is the actual mesh slightly different? Or both? :P
Almost all the retargetting I've done the rigs are always slightly different. I always have to do a few corrections by hand, which I use Animation Layers for:
blendermarket.com/products/animation-layers?ref=414
You can also just use the Trax Editor, but I prefer the addon.
If it's the mesh that's different, I can only assume the weight painting is different between programs? Not sure what you can do about that. I guess it also depends just how different they are and whether it's enough to care about?
@@JamieDunbar looking forward to your video.
Ya it was a bit of both, and I found out that I had some of the bones retargeted to the wrong bones, the meshes are almost perfectly aligned after the fix.
I'll check out the add-on you recommended.
@@starwarz8479 Oh great, so you basically figured it out.
AutoRig Pro, FaceIt and Animation Layers are an awesome combination. Like I say, you don't NEED Animation Layers, but originally coming from Maya it just makes much more sense to me.
Love it!! really good tutorial.
Thanks! :D
i have recorded motion with my motion capture suite from xens , i saved it in fbx file also in obj file and mvn file , but i cannot get it into unreal engine in my selfmade character with cc4 , do i need blender to do this ?
Hey Jean. So if you want to follow this tutorial - yes it’s a Blender specific tutorial and requires Blender.
That said, CC4 with an Xsens suit, going into Unreal SHOULD work. I know nothing about Xsens and only a very little bit about Unreal, so I don’t know the specific steps. But it’s definitely doable.
I’d recommend checking out JSFILMZ on UA-cam. He uses MetaHuman rather than CC4, but otherwise I think he has the same setup.
youtube.com/@Jsfilmz
YOU ARE A GOD!!! Thank you for this video
Ssshhh, don't tell everyone. They'll start asking me for miracles :P
Seriously though - thanks Joe. Means a lot.
Ok I have finally come back to this video in hopes of trying to learn to use my motion captures on my models and it seems to have worked. I only have a slight issue and it's the fact that my pelvis root is only moving the lower half of the body, but not the top part, but both the top body animation and lower body animation are working despite this predicament of the top half not moving with the rest of the body when it's walking or anything that requires the whole body to move in any direction. Is there a way to fix this? (Never mind turns out my model had the actual hip bone that controlled both inside of the pelvis bone which only controlled the feet lol)
Hey Samurai. Sounds like you've just about got it all working. What rig are you using where the pelvis doesn't move the top of the body? Does it do that before you retarget, or only after?
Cool stuff.. but Is it possible to use these tools and export to unity? Is it possible to convert an autorig pro rig to animate a simple rig for use in unity?
AutoRig Pro comes with some built in tools to automatically export its rigs to both Unreal and Unity. I don’t work in games much, but the couple of time I have it’s been a huge timesaver 😌
Help please, this has been working well before the 3.2 update.
When I tried to use retarget the rigs, it gives me error 'object' object has no attribute 'proxy'
Hey H.Yeah. Just did a test myself and immediately ran into the same error. Must be a bug between updates.
I'll send an error report to the developer. He's always been real quick at fixing things.
For now you'll probably have to stick with 3.1 to use ARP.
@@JamieDunbar Hey, thanks for the response. Immediately after running into the error, I decided to stick to update 3.1 and everything was working perfectly.
@@h.yeah3606 Got a response. We must have missed an ARP update - it's already been fixed!
Make sure you're downloading version "3.65.34" or above and you should be right.
There is something wrong with my ratargeting. At first it worked very good. Now once i click at the IK mixamo preset all i have are errors. Do you know what may cause that?
Hey Alkis. There's quite a lot of things it could be. Without knowing exactly what you did it's nearly impossible to narrow it down.
Feel free to post the error message. I *might* be able to tell you something from that.
@@JamieDunbar Thanks for answering. The error is that it can't find several bones. But if you do that with just the build bones list it finds them
@@alkistagaras8269 Are you building the bones list, then applying the preset? Or just trying to apply the preset?
I'm pretty sure you need to build the bones list first, so the preset knows which bones it needs to connect.
@@JamieDunbar Yes i do. It seems strange cause it can build a fairly nice bone list. But i want to keep the IK controls. That's why i want the preset
@@alkistagaras8269 I think you might be misunderstanding how the bones list and presets work. You first need to build a bones list. That tells the addon what bones are in your particular rig. You THEN apply the preset to the bones list. By default the 'build bones list' uses FK controls, but apply the preset will change it to IK.
If you try to apply a preset without a bones list, it will likely throw an error because it doesn't know what the bones are yet (hence the missing bones error).
Make sure you're doing things in the right order and let me know if it's still not working.
Gracias!!!
De nada ;)
This is so good! thank you!
I went through your tutorial using Auto-Rig Pro and things worked perfectly with your Suzanne character, but when I tried to do the same thing with a more complex rigged character that I purchased, the rig separates itself from the mesh after retargeting. So I end up with the armature matching the imported mocap data but the character itself just sits there in resting pose. Any ideas?
Hey EP. Without seeing the character you purchased it's impossible to say for certain what's wrong.
It sounds like the rig isn't properly attached to the geometry. Does the character animate okay if you just do hand animation? Is the armature modifier added and turned on? Does the geometry have the correct vertex groups and weight paints?
Hi, nice tutorial ..
I have a question on the part related to "Copy Selected Bone Rotation" that I think your attempt to copy from retargeted rig to the source rig (Mixamo) in pose mode.
Is this function a build in function in "Auto Rig" addon ? if so, do you know how we can do this without "Auto Rig" .. perhaps a python scripts?
Another question to this is .. won't this impact/distort the "animation" of the source rig (Mixamo).
Finally I think both these rigs has similar "(x, y, z)" rotation? have you come across where the rotation differs say by 45 degrees in x,z axis .. and if so do you know how to fix it or would this "copy selected bone rotation" technique able to resolve this?
Appreciate if you can share your experience ..
Thanks VET. Yes, the copy bone rotation is part of Auto-Rig Pro. I don’t know any other addons that do the same thing.
In theory, all it’s doing is offsetting the default pose of the source rig, so you could try rotating the bones manually and resetting the rest pose.
Technically yes, this does distort the source rig animation - but that’s kind of the point. We WANT to distort it slightly so it better matches our target rig.
And so far I haven’t run into any XYZ rotation issues. Either I’ve been lucky, or ARP has some clever math that deals with it under the hood.
Brilliant. Solved a problem for me. Many thanks :-)
Awesome David. Glad it helped ;)
I encountered an issue when I retargeted my ik rig the controls jumped really far away I had to put my rig ontop of the animation and make it a bit bigger for it to retarget right
What do you mean "put your rig ontop of"?
Auto-Rig Pro does have the 'auto-scale' feature, which is meant to make your rigs roughly the same size and make the retargetting more accurate. Did that not work for you?
@@JamieDunbar even tho i did that the animation mapping wasnt scaled right the animation was smaller than the rig
Ha, that’s weird. Personally I haven’t encountered that problem yet, but I’ve been lucky that most of my rigs have had similar proportions. I can easily see that being an issue though.
Were you able to fix it with either the NLA editor, or Animation Layers?
@@JamieDunbar I was able to mostly fix it by reszing the animation to the size of the rig via the scale tool and put animation at the orgin after that it work fine, I have seen some other people use this method when doing recapture if they are not using autorig pro
I do everything the same. But when I click "re-target", there becomes an error like:
"Attribute Error: 'NoneType' object has no attribute 'name'."
I would be glad if you help :)
Hey Onur. That's an interesting error. Almost certainly, that means something hasn't been assigned properly. It might be you haven't assigned the armature correctly. Or it might be a bone hasn't been assigned properly. Double check all of those first. If that doesn't work, you may have encounter a proper bug. In which case, I'd suggest reporting it to the developer. He's always been quite responsive with me and I've helped fix a bug or two before. If you've bought ARP you should be able to send him a message through Blender Market.
@@JamieDunbar The character I have rigged is a Character Creator 3 character. I used ARP to re-create the bones and rigify, then I made the facial bones joined to the ARP rig. Probably the facial bones caused the error. Thank you for your reply :)
@@sofimalite Ah, I haven't experimented with CC3 yet. Hopefully that's enough to help you get it working. I'd be interested to know if you do.
I`ve got tons of BVH collected over the years and am searching for an easy way to transfer it to my rigs. Tried Rokoko and BVH retagetter plugins, but they`re all about errors or results that can`t be fixed. As I started watching this video, I thought like: Man, if Autorig makes things so easy, maybe I should buy it, but lost it somewhere in the middle, all that retargetting made me confuse, too many tweaks and such, I`ll try to rewatch it and see how it will be going on. I guess tutorial is nice, I`m just not that sharp in animation department.
Hello! First off, yes ARP definitely works with BVH files.
And yes, although ARP is awesome, the process is still confusing the first couple of times you do it. Even after a year of using it, I still sometimes forget a step 😅
@@JamieDunbar wow, they definitely need to simplify it then lol
@@insertanynameyouwant5311 Haha. Unfortunately you kind of need all the buttons to make it work nicely. Personally I'd consider swapping some of the UI elements around so you start at the top and work your way down. Currently I find myself jumping back and forth. But that might also just be my workflow.
Mocap is just a pretty complicated process. There's only so much you can do to simplify it.
Thanks for this tutorial
I try to install the retarget addon but it comes up with an error..
Here's my error
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\blender-2.93.0-a915e47ca17d-windows64\2.93\scripts\modules\addon_utils.py", line 351, in enable
mod = __import__(module_name)
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\__init__.py", line 21, in
from . import core
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\core\__init__.py", line 3, in
from . import receiver
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\core
eceiver.py", line 4, in
from . import animations, utils
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\core\animations.py", line 5, in
from .live_data_manager import LiveData
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\core\live_data_manager.py", line 5, in
from ..packages.win.lz4 import frame
File "C:\Users\M\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons
okoko-studio-live-blender-master\packages\win\lz4\__init__.py", line 14, in
from ._version import ( # noqa: F401
ModuleNotFoundError: No module named 'rokoko-studio-live-blender-master.packages.win.lz4._version'
Oh is that the Rokoko addon?
Unfortunately I don’t really know much about the Rokoko retargeter. I’ve heard the Rokoko team are pretty awesome at helping people out though. You might have some luck asking them.
Also, are you using the latest version of Blender? They may not have updated the addon to be compatible yet. I’ve had a couple of addons break in the last update.
Amazing video! Thank you very much :>
I have been trying to find a good tutorial about this topic
and your video is the best!
keep up the good work sir :>
Thanks Michael. I had the same problem a year or so ago when I started looking into mocap. Glad this was helpful ;)
your tutorials are great! and i've brought the animation layers through your link! I keep getting this really weird bug with ARP where sometime the body mesh becomes unbound from the rig if I click with the workspace, the only way i can get it back it to rebind or CTRL + Z any tips ? Thanks and keep up the good work
Hey Thomas. Glad you’re enjoying the videos 😁
I can’t say I’ve encountered that bug. And it’s a hard one to work through without seeing it.
You’re welcome to try sending me some screenshots on the Facebook page:
facebook.com/DragonbootsStudios
Otherwise you can contact the developer on Blender Market. He’s been really good at getting back to me and we’ve already patched some bugs together.
Great video! I will put this to use
Hey Mark :D
Glad it could help. Hope it allows you to put that Rokoko suit to good use ;)
@@JamieDunbar one thing I was also curious about...maybe could be a topic of a future tutorial...how does one integrate just hand and finger mocap data onto another armature with body mocap already applied? I have the set of gloves as well, and my results using the gloves with the suit are great. If you only use the gloves, it gives you a static armature with the hands held out front moving.
@@MrBlacksheep73 Hmmm, that's an interesting question. I haven't worked with purely hand data before. I assume you'd set up your retargetting so it only connects the hand/finger bones - so remove all the static bones from the list.
Then do another retarget with the full body and combine the keyframes.
I'd be curious to test it out and see if my theory is right. If you'd be willing to share a hand capture I'd be willing to try a few things. Want to PM me on Facebook?
@@JamieDunbar 👍 I will pm you tomorrow
Great video!
Thanks Prudence. I’m just about to start recording part 2, adjusting the animation afterwards.
太棒了,这是一个很好的教程,我学会了,谢谢你
You're most welcome Song Xin.
@@JamieDunbar 冒昧的问一下,我可以转载您的视频到其他视频网站吗,因为我们国家看不到youtobe,我想让更多人跟着你的视频学习,谢谢您了
Thanks for asking Song Xin. I always forget not everyone has access to UA-cam. Yes, please repost any of my videos. The more people that see them the better 😁
@@JamieDunbar 太棒了,谢谢你
Can you share your remap_mixamo_rigify.bmap? Thank you for this video tutorial. I'm glad I found it.
Sure thing. You can grab the mixamo preset by downloading the Suzanne rig. Just make sure you get the "Rigify" version to get the correct remap:
dragonboots.gumroad.com/l/hMYYf
Just a heads up, the AutoRig pro addon has gone through a few updates since I made this video. That preset may not work anymore. But AuotRig pro now has a Mixamo preset built into the addon, so you may not need this download.
hey man. I use rokoko smart suit, and one thing you should look out for is the longevity of the sensors and wires. their customer support is great but it is extremely fragile and prone to internal wire snapping. I've also had problems with leg orientatios for the couple of months now, which was unable to fix. I just fix it externally within blender. Just wanted to tell u, it is extremely finicky.
Thanks for the heads up HB. I'm getting pretty close to forking out the money for a suit of some kind, so this kind of info is invaluable right now. Would you still recommend the Rokoko? Or do you think it might be worth investigating another company?
@@JamieDunbar under that price range, Rokoko is the only option I am afraid. Just make sure not to do any extreme movements like how I did.
@@JamieDunbar pretty much any action scene is out of the picture, but if you plan on using it for regular scene, it's good enough
Great
25 minutes, that is a long time when you already know that moving the action to the new rig and making sure the names match is a requirement. Anyone know of a 1 min tutorial that explains what to do with the root bone and IK bones? I know that answer is not a 25 min essay.
Insane!!!
Thank you so much
Stuck on free rigging part.
Hey Tanzil. Apologies, it's been just over a year since I posted this video. I can't remember exactly what the 'free rigging' part is. Can you give me a time stamp and I'll try and help?
@@JamieDunbar Is there anything alternate to auto rig? I am a student so can't purchase.
@@tanzilsyed9857 Oh I see. Okay, I'd still say Auto-Rig Pro is the best addon available, but since I made this video there are a couple of alternatives to try.
Check out the Mixamo addon. I'm pretty sure it only works with Mixamo mocap, but that might be all you need:
substance3d.adobe.com/plugins/mixamo-in-blender/
It might also be worth looking at the Rokoko addon. It works best with the Rokoko suit, but I'm pretty sure you can make it work with other mocap data as well. The results just might not be as clean:
www.rokoko.com/integrations/3d-character-animation-in-blender
So it's been almost another year and there's a new free Auto-Rigger that's worth checking out. Reallusion have come out with AccuRig, which is kind of a contender to Mixamo. Haven't personally tried it yet, but by all accounts it sounds very good:
actorcore.reallusion.com/auto-rig
Hey Man, You did great Job..Its amazing. Thank u so much for this. Can u please share with me bones files (both), which u exported and One thing more I imported motion capture file (break dance) but after retargetting, the feet of character are going below ground..How can we fix it?? Or Is there any plugin or method, which stop objects or character feet from going below the ground. I will really appreciate if u make tutorial on this. Brother. ❤❤ @JamieDunbar
By “bone files” do you mean the retartgetting exports? You can get those on my Gumroad page with the Suzanne rig. Link is in the description.
And the feet can be fixed using the Animation Layers addon. The next video in the series covers that.
You can also use the NLA editor that comes with Blender if you want a free option - I just hate the NLA editor 😅
@@JamieDunbar Thank u ❤. I really appreciate that.I will try this.
Just redo the motion capture...
THANNNNNK YOUUUUUU !!!!!!!!!! \o/ \o/ \o/
So he is levitating😂😂😂😂😂
👏👏👏👍🌈🌈🌈👍👍
Feel the rainbow love!
should have seen this a year ago 🥲
Lol, yeah....sorry about that 😅
@@JamieDunbar lol sorry for not finding this earlier