Thank you so much for these Tutorials!! Im currently working on a student project at my university and i came in touch with Optitrack the first time to make a motion captured short film in UE 5. It helps me sooo soo much. Much love and keep up these insane videos!
Thank you for the great videos and files. However, I don't understand the part about executing a Python file in Maya (7:16). 'Temp.py' shown in the video is a Python file that is not included in the file downloaded from git. I don't know why you are using a different Python file instead of the Python file you downloaded. When I open the downloaded Python file, there is no similar content. I would be very grateful if you could tell me how to proceed with this part. Or do I have to type everything in the video? However, the resolution of the video is low, so I can't read the text.
Yes, that is not very clear. In the Maya script editor, I have copy pasted the bottom of this s file called OptiSkelPrep.py. github.com/kromond/OptiSkelForUEScripts/blob/master/python/Maya/OptiSkelPrep.py
Hi @TrashPraxis trying this process in 5.5.1, the import settings don't have a force X axis option...when i try to freeze the coordinates in Maya the skeleton doesn't import...any ideas about the best way forward?
Hi. I'm studying while watching the video. I have a question. 1. I'm trying to live stream using the Optitrack Motive LiveLink plugin, not retargeting. Will OptiSkelForUEScripts help? 2. In the reply to the comment, I saw "The latest Optitrack LiveLink plugin includes a skeleton you can stream on to or import on to. The latest Motive also has an export option with skeletal mesh which I think was updated and might now work." If I use Unreal Engine version 5.3 I don't have to use Maya anymore? Is the latest Motive version 3.0? 3.1?
you should not need the script with the latest version of the plugin and Motive 3.0.3 or higher. Motive can now export a correct skeleton that can be brought into Unreal Engine. The plugin may also have a skeletal mesh included and the stream is now properly scaling the bones
Hello, I'm looking for your tutorials on motive rigid bodies in Unreal Engine. I've been experiencing difficulties while attempting to use optitrack rigid body capture for real-time weapon animation in UE. I have a real-time driven workflow in Motion Build, and I am currently running it in UE. However, I am uncertain about the proper way to enable interactions between characters and rigidbody sword in UE.
Yeah I’d like to make a video for that but have not got to it yet. The key is to use the live link pre-processor on the motion stream. I think you use offset orientation -180 in Z, then it will line up with your opti skeleton motion in UE. I also have not figured out how to get props to work with retargeting. The only condition where it works is with a 1-to-1 scaled character-to-performer, which is not the normal condition. When the character is bigger or smaller than the performer, I am not sure what to do to make a sword fit into a characters hand
Hello first of all thank you for the contribution, when I try to run the script I get this error : # Error: ModuleNotFoundError: file line 243: No module named 'OptiSkelPrep' select -cl ;
"It's highly likely that someday I'll remake all this to not require Maya and work only using Unreal Engine, now that 5.3 has functions for building skeletons and skeletal meshes" -- !!! I need this so bad as I don't use Maya or Motion Builder and need to get my motive FBX's directly into Unreal... Please do do this one! Thanks!
The latest Optitrack LiveLink plugin includes a skeleton you can stream on to or import on to. The latest Motive also has an export option with skeletal mesh which I think was updated and might now work
@@TrashPraxis oh that's interesting! I've been doing motion captures with Optitrack past few days - we managed to get a live retargeting from Motive onto a metahuman in 5.3.2 (it failed in 5.4.4 interestingly and there's a possible bug there in bone remappings). But -- I have not been able to use the opti skeletons to import on to, atleast in 5.4.4 - the fbx export out of motive comes in with bones names all having the motive profile name as a prefix and unreal 5.4.4 complains about extra bones. There's def a lot I probably don't know here, but would love to know if you get this to work on 5.4.4 (and maybe a quick video of how you did it!) Your videos are so informative! Thanks!
Thank you so much for these Tutorials!! Im currently working on a student project at my university and i came in touch with Optitrack the first time to make a motion captured short film in UE 5. It helps me sooo soo much. Much love and keep up these insane videos!
I’m always surprised by how few folks are acknowledging these videos. Diamonds being given away here
I'm over here just giving away the secret sauce!
so grateful for the share. your workflow and explanation is outstanding. Thank you.
Glad it was helpful!
Mind is blown! Incredible workflow 😃
It works smoothly, Thank you!
Thank you for the great videos and files. However, I don't understand the part about executing a Python file in Maya (7:16). 'Temp.py' shown in the video is a Python file that is not included in the file downloaded from git. I don't know why you are using a different Python file instead of the Python file you downloaded. When I open the downloaded Python file, there is no similar content. I would be very grateful if you could tell me how to proceed with this part. Or do I have to type everything in the video? However, the resolution of the video is low, so I can't read the text.
Yes, that is not very clear. In the Maya script editor, I have copy pasted the bottom of this s file called OptiSkelPrep.py. github.com/kromond/OptiSkelForUEScripts/blob/master/python/Maya/OptiSkelPrep.py
Cool can't wait for another video cheers!
Me neither! If only I was born rich instead of good looking, I’d have more time
Hi @TrashPraxis trying this process in 5.5.1, the import settings don't have a force X axis option...when i try to freeze the coordinates in Maya the skeleton doesn't import...any ideas about the best way forward?
Never mind, sorted it
Hi. I'm studying while watching the video.
I have a question.
1. I'm trying to live stream using the Optitrack Motive LiveLink plugin, not retargeting. Will OptiSkelForUEScripts help?
2. In the reply to the comment,
I saw "The latest Optitrack LiveLink plugin includes a skeleton you can stream on to or import on to. The latest Motive also has an export option with skeletal mesh which I think was updated and might now work."
If I use Unreal Engine version 5.3 I don't have to use Maya anymore?
Is the latest Motive version 3.0? 3.1?
you should not need the script with the latest version of the plugin and Motive 3.0.3 or higher. Motive can now export a correct skeleton that can be brought into Unreal Engine. The plugin may also have a skeletal mesh included and the stream is now properly scaling the bones
Hello, I'm looking for your tutorials on motive rigid bodies in Unreal Engine. I've been experiencing difficulties while attempting to use optitrack rigid body capture for real-time weapon animation in UE. I have a real-time driven workflow in Motion Build, and I am currently running it in UE. However, I am uncertain about the proper way to enable interactions between characters and rigidbody sword in UE.
Yeah I’d like to make a video for that but have not got to it yet. The key is to use the live link pre-processor on the motion stream. I think you use offset orientation -180 in Z, then it will line up with your opti skeleton motion in UE. I also have not figured out how to get props to work with retargeting. The only condition where it works is with a 1-to-1 scaled character-to-performer, which is not the normal condition. When the character is bigger or smaller than the performer, I am not sure what to do to make a sword fit into a characters hand
Much appreciated
Hello first of all thank you for the contribution, when I try to run the script I get this error : # Error: ModuleNotFoundError: file line 243: No module named 'OptiSkelPrep'
select -cl ;
it looks like all your scripts are not together
"It's highly likely that someday I'll remake all this to not require Maya and work only using Unreal Engine, now that 5.3 has functions for building skeletons and skeletal meshes" -- !!! I need this so bad as I don't use Maya or Motion Builder and need to get my motive FBX's directly into Unreal... Please do do this one! Thanks!
The latest Optitrack LiveLink plugin includes a skeleton you can stream on to or import on to. The latest Motive also has an export option with skeletal mesh which I think was updated and might now work
@@TrashPraxis oh that's interesting! I've been doing motion captures with Optitrack past few days - we managed to get a live retargeting from Motive onto a metahuman in 5.3.2 (it failed in 5.4.4 interestingly and there's a possible bug there in bone remappings). But -- I have not been able to use the opti skeletons to import on to, atleast in 5.4.4 - the fbx export out of motive comes in with bones names all having the motive profile name as a prefix and unreal 5.4.4 complains about extra bones. There's def a lot I probably don't know here, but would love to know if you get this to work on 5.4.4 (and maybe a quick video of how you did it!) Your videos are so informative! Thanks!
Hi @TrashPraxis I send you a tweet regarding the Maya script, did you see it at all?
I did not see that. Try gmail?
@@TrashPraxis where would i find your gmail addy?