I thank you. I've been out of 3D for some time. I see somethings haven't changed. I use Blender. It updates - now 4.0.2. That's what I run. The Addon's however don't for awhile. I use tutorials that are even older. I never know if I'm doing something wrong, or it's a version thing, or an addon thing. Whatever doesn't work and needs research, The Rokoko addon software leads me to Mixamo. Mixamo doesn't work with Blender 4.0. Some guy posts a Jan 2024 workaround for Mixamo that actually works. Still ... so I try Rokoko. The Rokoko retargeting addon actually works in 4.0 - yeah! But the bones aren't lined up well. So I get to Cats following the tutorials. Nope - Cats doesn't work in 4.0. Argghhhhhhh. I'm a newbie. It takes me forever to determine something is not me, it's an addon issue. I give up. Downgrading to Blender 3.6 so stuff works. I already fought the same fight rigging cars. The learning curve is massive with 3D. Yes, I went to college to learn Maya. Did me no good. Closing - I thank you for helping the Indie bunch. I know it takes time. Just frustrating.
I worked out a good way to match the imported skeleton exactly. so if you have an A frame pose or your own custom rig does not really match the mixamo rig just edit the imported rig in pose mode so it matches your rig exactly, by rotating the imported bones and scaling them along their own normals. then retarget using 'current'. Works great and it doesn't really matter how different the 2 rigs are. Not sure if Non uniform scaling woud be an issue , but it hasn't been a problem so far. I save a keyframe for each rig pose on the first frame. any minor issues I fix in the graph editor (check my channel for a test that i did this way) I used to use the same techinque in character studio back in the day :)
I've been doing this too and can confirm that it works. Best option when using something like Human Generator. The animade addon helps too, but only has partial functionality because it's no longer maintained. It still makes things a lot easier than changing in graph editor.
Looking to use this within modding Baldur's Gate 3. The armatures all come in an A pose; I want to both repurpose animations within the game to player character armatures, as well as bring animations from outside the game in. This could change so much in how we are modding the game!
Please show ROKOKO x Blender x AUTO RIG PRO, mixamo deletes shape keys, lets put a version together that truly covers facial mocap with more complex Auto rig pro characters, thank you
Very good work flow, makes it more easy and faster to work on 6k key frames. I'm wishing so much to be able to buy one Rokoko suit, it will change my life so so much. I need a giveaway chance ☺️
Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.
Very good tutorial, however I've got a strange issue when I hit the retargeting button: both armatures (even the source) animate but stay in place. I use ROKOKO studio legacy and I noticed it exports a 3 bones spine instead of a 4 bones as in the Mixamo character. Am I missing something? Thanks!
Hey I love this tutorial but using footage of myself through Rokoko I get a lot of foot sliding and going through the floor in Blender. How can I use a planted key so the foot stays in place throughout the entire aimation? The foot bone has so much noise and shakes so much in place (Without using the Auto-Rig Pro)
Is this through Rokoko video? You should be able to enable foot locking in Studio - however, if your character in Blender vastly differently leg proportions than you, you may still get some foot sliding.
I had a hybrid FK/IK system that was working well in Blender with the 1.4.0 version of the plugin, but when the 1.4.1 plugin came out, it broke everything and tech support's response was... underwhelming. IF you could politely poke them, that would be appreciated.
I have "Industry-Compatible" Hotkeys on in my preferences, so the hotkey to create a keyframe is "S" for me - however, it is different for Blender standard hotkeys. You can also right click the timeline and "Insert Keyframe" I believe - hope that helps!
Hi! Every time I import the mocap from Rokoko in Blender, it is way slower than my actual reference footage, but I need it at the exact same speed. Am I doing something wrong, or is this not possible? My goal is to use this mocap for "AR clothing" in Blender. I am pretty new to Blender and a complete beginner with Rokoko and would appreciate any help! :)
Hey there! This could be dependent on your export settings in Studio - check the FPS value there or your import settings in Blender. If this doesn't solve it, you can simply reach out to support@rokoko.com and the team will help you out :)
Yup, exactly! Anything with a missing field will be ignored - in this case that's fine because the two skeletons we're using don't have matching bones, so the extras are just ignored.
I thank you. I've been out of 3D for some time. I see somethings haven't changed. I use Blender. It updates - now 4.0.2. That's what I run. The Addon's however don't for awhile. I use tutorials that are even older. I never know if I'm doing something wrong, or it's a version thing, or an addon thing. Whatever doesn't work and needs research, The Rokoko addon software leads me to Mixamo. Mixamo doesn't work with Blender 4.0. Some guy posts a Jan 2024 workaround for Mixamo that actually works. Still ... so I try Rokoko. The Rokoko retargeting addon actually works in 4.0 - yeah! But the bones aren't lined up well. So I get to Cats following the tutorials. Nope - Cats doesn't work in 4.0. Argghhhhhhh. I'm a newbie. It takes me forever to determine something is not me, it's an addon issue. I give up. Downgrading to Blender 3.6 so stuff works. I already fought the same fight rigging cars. The learning curve is massive with 3D. Yes, I went to college to learn Maya. Did me no good. Closing - I thank you for helping the Indie bunch. I know it takes time. Just frustrating.
Editing and cleaning up the motion capture after re targeting is exactly the tutorial I've been looking for, thanks!
Awesome to hear! :)
One of the best videos for a beginner I've ever seen on this topic, thank you so much! This is amazingly helpful
Super happy to hear that! :)
I worked out a good way to match the imported skeleton exactly.
so if you have an A frame pose or your own custom rig does not really match the mixamo rig just edit the imported rig in pose mode so it matches your rig exactly, by rotating the imported bones and scaling them along their own normals. then retarget using 'current'. Works great and it doesn't really matter how different the 2 rigs are. Not sure if Non uniform scaling woud be an issue , but it hasn't been a problem so far. I save a keyframe for each rig pose on the first frame. any minor issues I fix in the graph editor
(check my channel for a test that i did this way)
I used to use the same techinque in character studio back in the day :)
I've been doing this too and can confirm that it works. Best option when using something like Human Generator. The animade addon helps too, but only has partial functionality because it's no longer maintained. It still makes things a lot easier than changing in graph editor.
Looking to use this within modding Baldur's Gate 3. The armatures all come in an A pose; I want to both repurpose animations within the game to player character armatures, as well as bring animations from outside the game in. This could change so much in how we are modding the game!
Can you guys release an updated version of the rokoko addon that works with rigify?
This workflow really makes sense! Thank you for sharing this!
Awesome to hear!
Amazing video thank you! This bypasses the whole motionbuilder workflow
exactly!
Please show ROKOKO x Blender x AUTO RIG PRO, mixamo deletes shape keys, lets put a version together that truly covers facial mocap with more complex Auto rig pro characters, thank you
Hi there! Thanks for your feedback :)
When I try to retarget this one specific rig, the target rig needs up like 10 feet away for some reason
You are My Idol, you can also do the layer thing with Anim-Aide add-on, Thank you.
Hi, great tutorial! Does the retargeting also work for non human rigs?
Super clear tutorial! Really Appreciate it man
Thanks for the feedback :)
I made a try with a UE skeleton, but CATS is not working so can't have a T_pose so the retarget animation is not good😭
Very good work flow, makes it more easy and faster to work on 6k key frames. I'm wishing so much to be able to buy one Rokoko suit, it will change my life so so much. I need a giveaway chance ☺️
We're currently running an animation challenge opened to every artist where you can win a full mocap set! Check it out: rokoko.co/3HPusJD
@@RokokoMotion thank you so much Sam, I will try my luck for sure, having a suit can change my life 🤞
Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.
Very good tutorial, however I've got a strange issue when I hit the retargeting button: both armatures (even the source) animate but stay in place. I use ROKOKO studio legacy and I noticed it exports a 3 bones spine instead of a 4 bones as in the Mixamo character. Am I missing something? Thanks!
UPDATE: I disabled auto scale and now works properly
Hi, can we export this additional layer to unreal, If we are doing post production in unreal.
Hey I love this tutorial but using footage of myself through Rokoko I get a lot of foot sliding and going through the floor in Blender. How can I use a planted key so the foot stays in place throughout the entire aimation? The foot bone has so much noise and shakes so much in place (Without using the Auto-Rig Pro)
Is this through Rokoko video? You should be able to enable foot locking in Studio - however, if your character in Blender vastly differently leg proportions than you, you may still get some foot sliding.
I had a hybrid FK/IK system that was working well in Blender with the 1.4.0 version of the plugin, but when the 1.4.1 plugin came out, it broke everything and tech support's response was... underwhelming. IF you could politely poke them, that would be appreciated.
animation layers add on is paid is there any free alternatives?
How do you create a Key frame @16'35 ? I can't reproduce this action
I have "Industry-Compatible" Hotkeys on in my preferences, so the hotkey to create a keyframe is "S" for me - however, it is different for Blender standard hotkeys. You can also right click the timeline and "Insert Keyframe" I believe - hope that helps!
@@RokokoMotionthank you!
Cant you use the Rokoko addon to fix rest pose? You used to be able to and was so easy!
Yes you can just use the "current pose" button instead of changing the rest pose permanently.
@@RiggingDojo thank you for replying!
Where is this located on the Rokoko Blender Plugin "Current Pose"
Hi! Every time I import the mocap from Rokoko in Blender, it is way slower than my actual reference footage, but I need it at the exact same speed. Am I doing something wrong, or is this not possible?
My goal is to use this mocap for "AR clothing" in Blender. I am pretty new to Blender and a complete beginner with Rokoko and would appreciate any help! :)
Hey there! This could be dependent on your export settings in Studio - check the FPS value there or your import settings in Blender. If this doesn't solve it, you can simply reach out to support@rokoko.com and the team will help you out :)
@@RokokoMotion Thank you very much!
hey man thank you for the video´s :)
If the animation contains root motion ?
At 14:08 , what about the missing fields? Does Mixamo not have those bones?
Yup, exactly! Anything with a missing field will be ignored - in this case that's fine because the two skeletons we're using don't have matching bones, so the extras are just ignored.
Why is the scale .09???
do a skateboarding animation please 🙏🙏🙏🙏🙏
i think you are greek. i understood it from the carpet and the door. hi neighbour xd greetings from turkey