For those of you wondering, yes the animation results you see in the beginning and end of the video are Raw data transfers. There was 0 clean-up in these animation examples -
The Rokoko suit is amazing. I can literally put the suit on and in 10 mins I am up and running. In an hour I can capture animations that would take me easily a couple weeks to animate by hand (no joke). The suit gets you 99% of the way there, you def need how to use Blender for tweaking animations etc (animation layers add on is your friend 😊) as sometimes the arm might clip through the body etc but easy to fix and even then it’s 100 times faster than trying to animate yourself. Really enjoying your videos so thank you for that.
Struggling to do the retargeting, seems like when I export fbx with mixamo format from rokoko studio the hip bone is missing. Any tips? Tried retargeting with both rokoko plugin as well with autorig pro but doesn't work due to the mentioned problem
@@Kangaxxify hey Anders, i never export using mixamo format as never works for me, i always use the default rokoko newton or whatever its called and make sure when you import fbx into blender you check automatic bone orientation in the armature options. hopefully that should work.
@@Michael_ai_guy Spoke to Rokoko support and seems to be a known issue when exporting with the mixamo format... for now I'm just using their standard skeleton (Rokoko newton) when bringing it to Blender.
Cheers! The Rokoko plugin really needs the ability to ditch bone data when retargetting humanoid to simpler cartoon rigs. In the end I attached my model to the downloaded FBX rig and it took minutes to redo the weight maps. Thanks though, this got me up and running fast!
@@TheRoyalSkies Yea, I was doing a block out for 6 characters and realized that 2 hours had passed. I was even just putting in walk cycles. I decided that mocap would be a better option!
With everything you do in blender for motion cap, hopefully it is needless to say that some people need help designing terrain and textures so that what they play on isn't a boring old default given by Unity.
You can use rokoko’s free video mocap. I believe you record yourself doing whatever motion you wish in clear lighting and rokoko will create a mocap for you
hey man! great tutorial, youd you mind helping me with a problem? Everytime I retarget the animation all of my pieces parented to the bones go flying, any clue to what it could be?
The problem comes when the 2 rigs don't match in scale, rotation etc. What I have found that works is to match the pose on the first key frame , the retarget from current rather then rest I match the imported rig using rotate and even scaling the bones along the normals and key frame each rotation/scale etc i am sure I used to do something simlar in character studio when loading a sort dumpy troll anim on to a normal human doesn't really matter which rig you alter, as long as they match on the first keyframe. I am not sure if this causes non unifrom scale issues, but it works for me
what if its broken? after you retarget an animation? I think its either the retargeting that is not good because of my base skeleton thats is coming from a video game (created in 3ds max by the studio of this game) But maybe it could be the transforms too
my only problem is I have the free version of rokoko so when I export my mocap data its forced into 100fps which is cool but when I down shift in blender to 30 or 24fps it slows down the animation whcih again cool slow mo animation weee but if I want it to be real time I end up dividing 100fps by 24fps getting like 4.16 and then I scale the keyframes by that number to get it there but I was wondering if you happened to know a better solution to this since I tend to get jumpy keyframes since im loosing alot of that data by scaling them
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.
Except for the root, it's only retargetting the rotations. Anyone else have this issue? I feel like it probably has something to do with how I set up my skeleton or am I missing a setting? I've tried Auto-Scale on/off with same issue as well as on different skeletons
i have a skeleton crawling animation i got from mixamo but when i retarget it to the skeleton in blender it gets stretched and looks weird do you know why?
Hello, it's possible to retarget the other animation like RamsterZ with the Rokoko plug? When i import the animation from RamsterZ i don't have the Armature i've only Empty and i can't select the source...Can you help me Thanks ;)
I think it has to do with sizing the two rigs together, however I haven't noticed it affecting the actual animation. I think it's more a visual thing, because all it's really doing is copying rotation data for each bone :)
Just a quick question, there is a new kinect called azure Kinect which technically is far better then the old Kinect which u made your videos about, so is it better then the old one for motion capturing and how different does it do against these motion capture technologies.
Dear Royal Skies, would it maybe be possible for you to do a quick vid on how to get the retargeted animation into Unreal? I love your videos and the workflow you setup through this series, but for time reasons I'd like to render my videos in Unreal and I can't seem to get my retargeted animations into Unreal. I've worked with Unreal before but only with Mixamo animations, where it's worked perfectly, but for some reason - the animations that I apply on my character through the Rokoko retargeting addon don't want to work in Unreal :( All the best!
I have this problem I mean with dance animations where the original feet would stay in place and the retargetted amarture feet would be wiggling way off its spot..
For those of you wondering, yes the animation results you see in the beginning and end of the video are Raw data transfers. There was 0 clean-up in these animation examples -
"Is it possible to learn this power?"
Royal Skies: "Hold my blue milk"
The Rokoko suit is amazing. I can literally put the suit on and in 10 mins I am up and running. In an hour I can capture animations that would take me easily a couple weeks to animate by hand (no joke). The suit gets you 99% of the way there, you def need how to use Blender for tweaking animations etc (animation layers add on is your friend 😊) as sometimes the arm might clip through the body etc but easy to fix and even then it’s 100 times faster than trying to animate yourself. Really enjoying your videos so thank you for that.
Struggling to do the retargeting, seems like when I export fbx with mixamo format from rokoko studio the hip bone is missing. Any tips? Tried retargeting with both rokoko plugin as well with autorig pro but doesn't work due to the mentioned problem
@@Kangaxxify hey Anders, i never export using mixamo format as never works for me, i always use the default rokoko newton or whatever its called and make sure when you import fbx into blender you check automatic bone orientation in the armature options. hopefully that should work.
@@Kangaxxify I ran into the same hip bone missing problem. Did you ever figure out at work around?
@@Michael_ai_guy Spoke to Rokoko support and seems to be a known issue when exporting with the mixamo format... for now I'm just using their standard skeleton (Rokoko newton) when bringing it to Blender.
Can these animations be imported into programs like Source FilmMaker? Thanks for your answers
Cheers! The Rokoko plugin really needs the ability to ditch bone data when retargetting humanoid to simpler cartoon rigs. In the end I attached my model to the downloaded FBX rig and it took minutes to redo the weight maps. Thanks though, this got me up and running fast!
The coolest thing is that this plugin is free! :o
This is my favorite UA-cam channel hands down.
Currently saving to buy this suit within the next 3 months!
Bro, I'm so excited for you! You're going to love it!!!
@@TheRoyalSkies Yea, I was doing a block out for 6 characters and realized that 2 hours had passed. I was even just putting in walk cycles. I decided that mocap would be a better option!
Gonna save you soooooooooo much time. I’d be surprised if it doesn’t speed up your workflow x 10 easily.
@@ukmonk Good cant wait!
Tysm for telling about how the auto scaling destroys positions, I couldn't find out why mine wasn't working until this video.
With everything you do in blender for motion cap, hopefully it is needless to say that some people need help designing terrain and textures so that what they play on isn't a boring old default given by Unity.
my mans is about to sell me on a $2500 + mocap suit just for the 10ish animations I need for a game I'll never finish lol
You can use rokoko’s free video mocap. I believe you record yourself doing whatever motion you wish in clear lighting and rokoko will create a mocap for you
hey man! great tutorial, youd you mind helping me with a problem? Everytime I retarget the animation all of my pieces parented to the bones go flying, any clue to what it could be?
Oh my god it's the man himself. Fancy seeing you here, love your content.
duuuuude i was following yor robot tutorial and the same happened to me when retargeting the armature that you gave us
You and your tutorials are a godsend I swear!
you sound like the Skipper among the penguins of madagascar!!
You absolute god.
You are the best blender UA-camr ever!!! Cant wait tell you hit 1 million subscribers
Ikr? He's great
He reminds me of MrDodoBIrd aka Ian HUbert :)
Thank you. (Also you sound a lot like tbag from prison break!!)
This Man 🙌🏻🙌🏻🙌🏻
How do you fix the arms getting crossed?
Cool!
The problem comes when the 2 rigs don't match in scale, rotation etc. What I have found that works is to match the pose on the first key frame , the retarget from current rather then rest
I match the imported rig using rotate and even scaling the bones along the normals and key frame each rotation/scale etc
i am sure I used to do something simlar in character studio when loading a sort dumpy troll anim on to a normal human
doesn't really matter which rig you alter, as long as they match on the first keyframe.
I am not sure if this causes non unifrom scale issues, but it works for me
what if its broken? after you retarget an animation? I think its either the retargeting that is not good because of my base skeleton thats is coming from a video game (created in 3ds max by the studio of this game)
But maybe it could be the transforms too
I grabbed an animation from Mixamo but it doesn't import in as a T-Pose so I think the re-target ends up being all wonky; can anyone help with this?
The first frame needs to be in t-pose so it can then conform to the mocap
Do i need to resetup every animation i import?
Does it work for mixamo animations?
Thank you😊
my only problem is I have the free version of rokoko so when I export my mocap data its forced into 100fps which is cool but when I down shift in blender to 30 or 24fps it slows down the animation whcih again cool slow mo animation weee but if I want it to be real time I end up dividing 100fps by 24fps getting like 4.16 and then I scale the keyframes by that number to get it there but I was wondering if you happened to know a better solution to this since I tend to get jumpy keyframes since im loosing alot of that data by scaling them
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.
thankyou so much dude
is there a way to pass the animation over and then be-able to delete the source armature?
Except for the root, it's only retargetting the rotations. Anyone else have this issue? I feel like it probably has something to do with how I set up my skeleton or am I missing a setting? I've tried Auto-Scale on/off with same issue as well as on different skeletons
did you solved this issue?
bro im trynna learn bleander for sims 4 can you help me with that??
My models arms keep on clipping inside the body when I try to retarget. does anyone know what I''m doing wrong and how I could fix this?
doing god work although I dont even get into animation yet xD
why it doesn't work for me? it messes up my rig
i have a skeleton crawling animation i got from mixamo but when i retarget it to the skeleton in blender it gets stretched and looks weird do you know why?
Does it work with mixamo animations? It shows errors when im trying to retarger animation.
Cool ! Does work the same retargeting to a rigify control rig ?
thanks for all your content! Is there any way to get Mixamo animations onto an existing rig in a similar way?
I know its been a long time but.... My blender options when I'm rigging has no IK options. In properties my ver is in 2.90. help
Hello, it's possible to retarget the other animation like RamsterZ with the Rokoko plug? When i import the animation from RamsterZ i don't have the Armature i've only Empty and i can't select the source...Can you help me Thanks ;)
wow , at last. thanks alot you finally made the tutorial as you said. blender was really lacking in retargeting
Somehow with my rig the arms are no where near the import motion data. I checked the bone list manually, maybe someone can help or has tips
I still haven’t gotten mine to regather correctly I don’t know what I could be doing wrong …
for MoGen animation and mixamo character doesn't work.
Can u do for eternal ascent
What do I do with the protruding bones?
I keep getting duplicate bone error please help
anybody got a solution to this?
Royal Skies, if you don’t mind me asking, what’s the auto scale do then please? Is that what sometimes messes up character position?
I think it has to do with sizing the two rigs together, however I haven't noticed it affecting the actual animation. I think it's more a visual thing, because all it's really doing is copying rotation data for each bone :)
@@TheRoyalSkies ahh ok thank you so much for replying :)
Just a quick question, there is a new kinect called azure Kinect which technically is far better then the old Kinect which u made your videos about, so is it better then the old one for motion capturing and how different does it do against these motion capture technologies.
How do you animate the fingers if you use rococo?
Usually with your pose libraries -
Dear Royal Skies, would it maybe be possible for you to do a quick vid on how to get the retargeted animation into Unreal? I love your videos and the workflow you setup through this series, but for time reasons I'd like to render my videos in Unreal and I can't seem to get my retargeted animations into Unreal. I've worked with Unreal before but only with Mixamo animations, where it's worked perfectly, but for some reason - the animations that I apply on my character through the Rokoko retargeting addon don't want to work in Unreal :( All the best!
Will it work if my rig has IK?
Can you do procedural Cardboard?
I'm using Blender v2.82a, Eevee render engine, and my animation playback runs at 1 to 2 fps, does anyone have the same problem?
cant even install the addon.. and no one has answers to solve the issue so far
is there an easy way of fixing foot slide after retargeting ?
I have this problem I mean with dance animations where the original feet would stay in place and the retargetted amarture feet would be wiggling way off its spot..
Everything seems right to me except from arms,do you guys knows what this is
the hands are not moving and are inside the chest
Hmm... It still looks very robotic to me, can you increase the frame rate during the capture process
Frame rate is locked unless you upgrade to the paid version of the software. Also, I promise it looks much better when the hands are animated lol
@@TheRoyalSkies got ya 😉 sucks you have to pay for the software when you already spent so much on the suit
All seem fine but your rigs are with scale 0.025 and when follow this tutorial with your rig the result is not as expected.
actually 0.010
login shows some error
Write the text of your mail with small letters.
4th 🤔😱
Retargetting deforms my mesh
its broken
sooooooo who want to know the person behind the Voice Over ???????
joey wheeler
Are you aware that you don't always need to portray women that way and that always using a naked one is not needed? Like come on dude😂☠
these would be great but you should've stopped talking like tht
Nope. Not interested in adding yet another dumb plugin.