UE5 Metahuman Mocap Masterclass | Body, Fingers and Face Workflow | Rokoko Motion Capture
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- Опубліковано 13 тра 2024
- Our free resource pack currently only works for UE5.3 - you can find them here: rokoko.co/3SJyVmC
This is a collection of Pose assets, control rig assets, and livestreaming assets that will make working with your Rokoko mocap (or any mocap!) much easier in Unreal Engine. In particular, you can find a procedural IK Control Rig asset for UE4 skeleton compatible characters. This was created by Alberto Flores, a very talented UE creator and Rokoko discord mod.
Monoville Attach Metahuman Head to Custom Body: • Tutorial: Attach Metah...
Attach Metahuman Head to Rokoko Custom 3d Body: • Attach METAHUMAN HEAD ...
#rokoko #metahuman #unrealengine5
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0:00 - Intro
0:23 - What's We're Going to Cover
1:25 - Free Assets / Control Rig
2:37 - Export Settings Rokoko Mocap
4:40 - Prep Unreal Project
7:12 - Add / Prep Metahuman for Mocap
9:42 - Batch Import Rokoko Mocap
11:09 - UE4 to UE5 Mannequin Mocap Transfer
12:38 - Make Metahuman Compatible with UE5 Mannequin
14:10 - Add Mocap to Metahuman in Sequencer
16:11 - IK Control Rig Mocap Editing
24:50 - Livestream Mocap (Face + Body) from Rokoko Studio
37:15 - Rokoko Face Mocap in Sequencer
39:07 - Metahuman Animator + Rokoko Mocap
46:45 - Metahuman Head on Custom Body
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So helpful. Thanks for all the quick workflows, Sam & Rokoko. This worked great!
FANTASTIC! THANK YOU
omg that's the most detailed and clear workflow!!! thank u!
Thank you so much! ❤
HUUUUUUGE --- gg well done. I thought I was seeing double but that other extra hour is for all the other character types!!!
Thank you!!!! This is the best Rokoko/UE5/Metahuman master class.
Amazing! bro, I like this tutorial
What we really want, is a simpler way to create custom metahuman heads. At the moment its a long process of import and export to other programs to create a custom morph. Or if you use just metahumans as they are, everyone ends up with the same faces on different characters. Oh there's that metahuman again.
Lets hope they update metahuman editing very soon.
I use Metapipe and Zwrap, and it really couldn't be more simpler ;)
Thanks for these videos Sam. I know they must be annoying to make but they're so helpful for Rokoko users. I load these videos everytime I'm starting a new project as a checklist :D
I learn so much making these things hahaha they're helpful for everyone! Especially me :)
Good info
For the life of me I couldn't figure out how to get IK arms working on an additive layer. Thanks for this video! It's actually super easy.
Happy it was useful!!
This suit becams a dream
Metahuman + Rokoko suit + face tracking VR + disney holotile
I Agree this was the best! I have searched for months to find the easiest tutorial and this was hands down the best. Thank you! QUESTION: The completed render what lighting did you use for the metahuman scene? It was really great.
I think it was just standard 3 light set up - I always tend to use a main light in front of the character and offset a bit to give some shadow, and then a light behind to give some rim lighting (although that doesn't really appear in this render for some reason...) - probably the main reason it looked so good was I used pathtracing instead of lumen - looks so good but my comp HATES pathtracing for metahumans so it can be pretty frustrating... Hope that helps!
Awesome Thank you!
@@RokokoMotion
Quick question: I do not have the Rokoko facial mocap, is that the only way you can track the neck movements in Rokoko ? I might be missing something.
🤩
LOVE MY HELMET!!!!!
Nice!! I love em too :)
@@RokokoMotion Hello! So I'm in Rokoko studio attempting to export takes for Unreal Engine. I don't see a skeleton for UE. Any insight?
Hello, do we know if with rokoko studio we can capture 2 characters at the same time !
Could the hair not importing be linked to the Rokoko UE Plugin? I have never ever had that happen before on any project, and I've done a lot of Metahuman imports over different versions of Unreal. Yet now, with the plugin enabled, it's the first time I've had that happen too. Maybe something useful to look at?
Also a nice tip; you can retarget the UE5 animations to the metahuman skeleton with the Ik Retargeter that comes with the ThirdPerson Template as well, you don't have the change it in the skeletal mesh to listen to UE5 animations. But it's the same result, really. Just another workflow.
Huh - interesting. Maybe it's related to the plugin, but it's could also just be a quirk of my system - I've also had that issue disappear for me now (insert shrug emoji here) haha. 100% about the Ik Retargeter, so nice that they include those premade rigs for the UE4 / 5 mannequins.
What version of are you showing here? I do not see the same bluebprint options in Urneal 5.3 at all. I cannot see Face, eyes, etc... what version are you using? The components section loooks totally different than what this tutorial is showing.
EDIT: I found I only have the below issue with motion capture I recorded in an older version of Rokoko Studio. New recordings work great with this workflow. Thank you
Original Post: As soon as I import onto the UE4 mannequin the animation has a lot of artefacts that is not present in the Rokoko studio capture. The knees and shoulders are too close and there is a lot of joint popping and odd rotation. I don't get these issues exporting to a mixamo skeleton. I am using the original smartsuit pro so not sure if this workflow only applies to the smartsuit pro II.
Hmmm odd - are you using the current version of Studio or the Legacy version of Studio? If you're exporting from the current version using the UE4 mannequin export option it should work the same whether it's a 1 or 2 - we'll investigate though! Sorry that's happening - if you can't figure it out you can always use the IK retargeting system instead to retarget the mocap, you can find the workflow for that in our other Unreal tutorial we just released :) Hope that helps for now!
@@RokokoMotion thanks, yeah , just downloaded and installed a fresh version of Studio and had this issue.No stress though, I managed to find a workflow that works for me and I am getting pretty clean results.
Not getting ANY of these options and Rokoko Live doesn't even appear in the list of plugins i can enable and enable, so is Rokoko live just not compatible with 5.3.2 or what's up? Asked the same question in the Discord and awaiting an response.
If you parent the metahuman face to the head bone of the ue4 body, your metahuman neck is just going to stick out any time the head is tilted. Maybe you can copy the neck animation from the UE4 character to the metahuman neck?
Very true - I go through a method using opacity masks to remove the lower next (at various heights) so that you can solve that issue. But there are definitely lots of other, probably better ways to attach a metahuman head to custom body - this way is just lazy and quick :) but it works!
Is it me, or is the Metahuman A-pose different to the Manny A pose? The hands and fingers, and in particular the thumb seem off. Tweaking the retargetting pose gets me closer, but I wish there was a way to get them exactly the same. Any thoughts? 🤔
I think it is - which is weird haha - I've found that I always have to go in and tweak the hands afterwards a bit
I added the "RokokoResources" folder to my "Content" folder, but I don't see the the Rokoko or Metahuman plug-ins. I started my project with the "ThirdPerson" content, but no luck. Any thoughts?
You may need to add the Rokoko Plugin from the Epic marketplace - same thing with the Metahuman plugin - hope that helps!
Is a UE5 option ready?
18:39 How do I pick the control points in Unreal? To move the foot and hand control points etc? Do I need a game controller? I have laptop and 2 button mouse with scrolling wheel on top only, but if needed I can go steal my son's controller.
You should just be able to click on them - no controller needed!
I am using different character (Glenda) since I could not find Sean. Will I run into some issues?
Sean was a custom metahuman I made in metahuman creator, but Glenda should be the exact same!
the uassets from the download never end up showing up for me. doesn't seem to matter how i go about moving them into the content folder. just sends an error and the folders are blank
Same here. Shame they dont answer
The uassets were created in version 5.3, so they won't work in 5.2 or lower. You will have upgrade your project to 5.3 to use these assets.
The video was really helpful, thank you.
However, unfortunately, the hand animation is not turning out well.
Do you have an approximate date for when the update for the UE5 mannequin will be available?
My rokoko bonemaps do not appear in the engine no matter what i do.
Im on 5.2
The Bonemaps and Control Rigs were created in version 5.3, so they won't appear in 5.2. You would have to upgrade your project to 5.3. It's not difficult, but will take some time depending on the complexity of your project.
11:54 i don't see the 'Asset Browser' inside my RTG_UE5Manny_UE5Mannequin. Any idea?
I had the same issue but went into settings and opened up that section ( wish I remember the name 🤦♀)
Yeah I found it as well thanks!@@ZuzanaGedeon
I’m having this issue as well does anyone have an answer or solution?
Usually you can find missing panels in the windows dropdown, hope that helps!
Are we going to talk about why the hands in that clapping animation were so far away from each other? If this was coming directly from the Rokoko suit, what was the issue here?
It's a great question, and we talk about this a lot in various media, webinars, etc... I always try to highlight it cause it's super important - this is just a basic limitation of inertial mocap, especially Rokoko inertial mocap. Essentially, hand clapping, touching the face, touching the arms - all stuff like that will always be off. Some of it is because of drift over time, some of it is because of improper actor profile measurements - but the end result is that clapping will NEVER be accurate in this way. It's just one of the limitations of the tech - that being said, usually there will always have to be mocap editing in higher end mocap animation, because of the differences in proportion between your characters and your body - so even if the clapping was correct in the avatar, it wouldn't be correct when you're applying the animation to Thanos (for example, because his arms are way longer). So it's definitely a downside, but one that we think is OK given the price point, ease of use, etc... But super important to understand the limitations of the suit, and this is a big one!
@@RokokoMotionthis is such a good answer and one that I really really appreciate. I’m on a motion capture and animation gauntlet right now, trying all the tools, understanding retargeting and rigging. It’s just so difficult to fully grasp where you should compromise when you don’t have studio level budget. I was just experimenting with some Rokoko Vision stuff and was trying to wrap my head around the differences between vision based and sensor based solutions and this clap was so jarring I had to ask.
By the way, these tutorials are by far the best I’ve come across. Really incredible job.
@@RokokoMotion Is this true even when using the Coil Pro?
Can you make rokoko vision with finger animation ?
We’re working on it! :)
@@RokokoMotion ok thank you