I've been following advance skeleton since 2014 and I must say. I'm really glad a found you. You've helped a lot of us through our animation journey. THANK YOU VERY MUCH. This account deserves more than 100k subscribers.
Make sure to open the "Face->Tweaks" section. The button should be there. If not, you might need to double check what version of AdvancedSkeleton you are running. ( The version number should show in the "About" section )
This is awesome, I've been trying to export a rig that can be hooked up for Live link but also have Metahumananimate animations applied for higher fidelity, converting the face setup to morphs for live link break/looses any lip animation applied from Metahumananimate, keeping joints options also breaks as all the lip joints get pulled to the same spot. are these systems mutually exclusive or is there a work around I'm missing. thanks in advanced.
When I use the 'Add MetaHuman Control Panel', an error is displayed: No object matches the name: FaceFitSkeleton.faceScale. How can I solve this problem?
For anyone wondering, in this video ua-cam.com/video/OYjq4aRgKWg/v-deo.html he exports metahuman face controls to fbx and import it in the face control rig sequence, just do the same as the video!
Thank you Oyvind, You are a hero! Recently I have been using Advanced Skeleton body and Meta Human head merged together and wrote bunch of codes to put the animated face from the Fbx file into Maya referenced rigs. With this feature you made it easier and better but what do you offer when there are lots of characters in the scene? How would Maya know the Fbx you have imported is for the specific referenced character?
It works fine in the demo rig. But when i apply click on the 'Add Metahuman control panel' it only connects to the right side face controls. Other mid, left are not responding to the metahuman control panel. Can you help on this..? Thanks in advance.
can i export my custom mesh facial joints AdvancedSkeleton rig converted to metahuman rig into unreal engine? we can't export facial joint control rig to unreal engine.
@@sankarb4598 oh thanks, this option is available when facesetup is "BlendShape". is there a way you know how to export facesetup as "joints " not blendshapes? regards.
I've been following advance skeleton since 2014 and I must say. I'm really glad a found you. You've helped a lot of us through our animation journey. THANK YOU VERY MUCH. This account deserves more than 100k subscribers.
Advanced Skeleton does a great job in keeping up with developments very quickly. Very nice job 👏👏
It would be awesome to see both head and body set up in one go from metahuman to advanced skeleton back to unreal :)
Thank you so much, its very useful
This is amazing!!!! omg!
This is absolutely fantastic!!!! Is there a way to Export the rig to unreal so we can process the Metahuman animator in Engine instead?
There is no "Add Metahuman Control Panel" option in my Advanced Skeleton. That's the newest version.
Make sure to open the "Face->Tweaks" section.
The button should be there.
If not, you might need to double check what version of AdvancedSkeleton you are running.
( The version number should show in the "About" section )
How is any of this even possible? Incredible.
This is awesome, I've been trying to export a rig that can be hooked up for Live link but also have Metahumananimate animations applied for higher fidelity, converting the face setup to morphs for live link break/looses any lip animation applied from Metahumananimate, keeping joints options also breaks as all the lip joints get pulled to the same spot. are these systems mutually exclusive or is there a work around I'm missing. thanks in advanced.
Nice one!
Dang!!!!!!!!!! this is lovely.. keep up the good work sir you're the best
great alternative, is there a way to bring the body animations over to maya too?
When I use the 'Add MetaHuman Control Panel', an error is displayed: No object matches the name: FaceFitSkeleton.faceScale. How can I solve this problem?
Sounds like there is no AdvancedSkeleton FaceRig in your scene.
Make sure you open a file with a AdvancedSkeleton FaceRig.
Please create a live link facial mocap plugin for advanced skeleton.
amazing!
Hey! is there a way to bring the face animation back to Unreal? Thanks you are a pro!
For anyone wondering, in this video ua-cam.com/video/OYjq4aRgKWg/v-deo.html he exports metahuman face controls to fbx and import it in the face control rig sequence, just do the same as the video!
Thank you Oyvind, You are a hero!
Recently I have been using Advanced Skeleton body and Meta Human head merged together and wrote bunch of codes to put the animated face from the Fbx file into Maya referenced rigs. With this feature you made it easier and better but what do you offer when there are lots of characters in the scene? How would Maya know the Fbx you have imported is for the specific referenced character?
You can choose witch referenced-in character to apply to, with the "Character-DropDown-Chooser" in the Selector Window.
Wow! Oyvind this is Awesome Brother
Many thanks 👍
are we also transferring all the blandeshapes of the metahuman?
It works fine in the demo rig. But when i apply click on the 'Add Metahuman control panel' it only connects to the right side face controls. Other mid, left are not responding to the metahuman control panel. Can you help on this..? Thanks in advance.
Sounds like you might have hit a Error,
I suggest checking the generic Error spotting video:
ua-cam.com/video/bkMYO_-OCAU/v-deo.html
amazing
can i export my custom mesh facial joints AdvancedSkeleton rig converted to metahuman rig into unreal engine? we can't export facial joint control rig to unreal engine.
Actually, we can export facial rig Control rig to the UE. This option is also available in Advanced Skeleton.
@@sankarb4598 oh thanks, this option is available when facesetup is "BlendShape". is there a way you know how to export facesetup as "joints " not blendshapes? regards.
@@sahinerdem5496 you can change the 'rig type to joints' and rebuilt it. This option available under Face - pre. Then you can export it as joints.
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