Of course! Also check out this link - it has a free project file with a new Mixamo Control rig workflow in it! drive.google.com/drive/folders/1TuVOgQ7DbmvTOjhh7PuYuGkBx5BCiGFl?usp=share_link
Could you make a detailed mocap tweaking tutorial in Unreal? There are also problems with unnatural walking, the knees are not smooth. And of course clipping. Especially hands behave very strange even with normal human skeleton (Metahuman or CC3 character). I was wondering how can we smooth everything and correct with new control rig system in Unreal Engine?
Are you saying C4D is as good as motion building now? I was thinking of getting Motion Builder to retarget and cleanup sliding feet, but maybe ill upgrade C4D instead lol
WOW! asa perception neuron user, I was going NUTS due to the lack of proper tutorials! Now you ROKOKO guys come along and just make THE life saving tutorial. Incredibly helpful. I know what my next suit is going to be.... ;) PS: any insights on how to combine all of this with an additional IK-controller rig on top?
Working on that :) Unfortunately the C4D system works best with Mixamo rigs, which isn't ideal considering the variety of skeletons out there, but we hope to get something up soon!
Hi, I was just looking into this work flow (which works great btw) I wondered if you can help with an issue or point me in the right direction for some advice / tutorial? Basically, my characters proportions are a lot different to my own, legs and feet are really small so when I use the character definition tag, there is a tonne of sliding! Am I doing something wrong or is this unavoidable with different sized characters? I always thought it would adjust the spacing of the legs to maintain contact with the floor (the mocap is solid btw, no sliding) Many thanks.
Heyo! This is a common issue when retargeting to differently proportioned characters, as the mocap data is applied as "Forward Kinematics" - which means that only the rotations are applied. So if a longer or shorter leg rotates the same amount, it will move further or shorter than the source. As a workaround for this - though a little bit complicated - I recommend looking into inverse kinematics. If you have a mixed inverse- and forward-kinematics rig, you can blend to inverse kinematics when a foot is supposed to collide with the ground and keep it rooted in place, for example. I recommend checking out this video for a good explanation - just swap the hand-animated parts for what you have done mocap for and the principles are identical: ua-cam.com/video/0OFpKXpvdDU/v-deo.html
For some reason I can't edit the rotation of any of the bones once the motion clip is applied. I've created a new layer and dragged it above the original motion clip, but if I try to move or rotate any bones their value seems to be locked and won't change whether or not I keyframe etc. Any ideas there? Thanks
Could you elaborate why exporting with MayaHumanIK setting from Studio is better than exporting with the Mixamo setting even when working with Mixamo rigs?
OKMGGGGG! This is the only place I have ever seen the c4d layering system explained properly!
Happy it helped!
Great tips in here thanks!
Been glued to your tutorials all week. So grateful. Thank you. Well done!
Sheesh now I know how to fix animations where there's a keyframe on every frame. Wasn't easy to find the answer but you did it thanks !!!!
Thankyouthankyouthankyou! That's exactly the workflow i was looking for! This is super helpful!
Of course! Also check out this link - it has a free project file with a new Mixamo Control rig workflow in it! drive.google.com/drive/folders/1TuVOgQ7DbmvTOjhh7PuYuGkBx5BCiGFl?usp=share_link
Could you make a detailed mocap tweaking tutorial in Unreal? There are also problems with unnatural walking, the knees are not smooth. And of course clipping. Especially hands behave very strange even with normal human skeleton (Metahuman or CC3 character). I was wondering how can we smooth everything and correct with new control rig system in Unreal Engine?
Amazing! This is so clutch, excited to try it out.
Perfect! thank you sooo much!
Fantastic. No more reason for me to have to use Motionbuilder, thank God! Great video, many thanks! :)
Are you saying C4D is as good as motion building now? I was thinking of getting Motion Builder to retarget and cleanup sliding feet, but maybe ill upgrade C4D instead lol
cool ! thanks !
Thank you very much :-)
WOW! asa perception neuron user, I was going NUTS due to the lack of proper tutorials! Now you ROKOKO guys come along and just make THE life saving tutorial. Incredibly helpful. I know what my next suit is going to be.... ;)
PS: any insights on how to combine all of this with an additional IK-controller rig on top?
Working on that :) Unfortunately the C4D system works best with Mixamo rigs, which isn't ideal considering the variety of skeletons out there, but we hope to get something up soon!
@@RokokoMotion this would be hands down incredible. Team ROKOKO! 🙏🏼
Man! You are a life safer! Thank you a lot!
My Character Definition is greyed out and I get the message: Source Character Definition Not Found.
Has anyone any tips on fixing this?
Hi, I was just looking into this work flow (which works great btw) I wondered if you can help with an issue or point me in the right direction for some advice / tutorial? Basically, my characters proportions are a lot different to my own, legs and feet are really small so when I use the character definition tag, there is a tonne of sliding! Am I doing something wrong or is this unavoidable with different sized characters? I always thought it would adjust the spacing of the legs to maintain contact with the floor (the mocap is solid btw, no sliding) Many thanks.
Heyo! This is a common issue when retargeting to differently proportioned characters, as the mocap data is applied as "Forward Kinematics" - which means that only the rotations are applied. So if a longer or shorter leg rotates the same amount, it will move further or shorter than the source.
As a workaround for this - though a little bit complicated - I recommend looking into inverse kinematics. If you have a mixed inverse- and forward-kinematics rig, you can blend to inverse kinematics when a foot is supposed to collide with the ground and keep it rooted in place, for example. I recommend checking out this video for a good explanation - just swap the hand-animated parts for what you have done mocap for and the principles are identical: ua-cam.com/video/0OFpKXpvdDU/v-deo.html
Is there anyway to see the key frames of the tweaks you made to the second motion clip?
For some reason I can't edit the rotation of any of the bones once the motion clip is applied. I've created a new layer and dragged it above the original motion clip, but if I try to move or rotate any bones their value seems to be locked and won't change whether or not I keyframe etc. Any ideas there? Thanks
I still had the character solver tag on there, my bad :)
Nooice! Glad to hear you got it sorted out 🤓
Could you elaborate why exporting with MayaHumanIK setting from Studio is better than exporting with the Mixamo setting even when working with Mixamo rigs?
Es muy bueno 😋😋👍
Is C4D rite eligible to do this
Thx!
It would be great, if you would do toturial about editing mocap in blender)
Here you go :) ua-cam.com/video/nB5qhTItryU/v-deo.html
@@RokokoMotion Whhaaaaat?! 😂 ROKOKO TEAM YOU ARE AWSOME PEOPLE)