13:05 you can also click and hold on the Model Mode button (cube icon) and select Object Mode, then you can scale it normally without messing up the mesh. Instead of inputting values in the scale section.
Your mocap library is very impressive and it's a great idea! the only thing that is missing is the auto rig like in mixamo. If you only add that feature you'll be No .1 in this market for sure.
second this - also the Retarget technique doesnt seem to work when switching between different MoCap studios - I have to do the whole restraint tag technique all over again and some of the studios deform the rig and mesh to much - this is using a Mixamo rigged character. and I did double check that each Constraint tag was properly set up
This is awesome! Exactly what I was looking for. I just have a quick question about binding the animation to the figure. I'm using a mac for this but I can't seem to have it bind, it's greyed out. Is there a way I can fix this?
Thanks dude,that was great , some tips I didn't know before for instance to switch this parameter to animation. but wouldn't it be better instead of using the retarget tag to use the motion system so you also can mix the motions non linear also works with hierarchy and you get better transitions as you get with switching animation with retarget?? but anyways very helpful, thanks
Amazing tutorial!!!! Thank you so much! I do have a question, do you have a link to a tutorial on how to import the animations that are rigged to the character to Unreal Engine?
Hi! In regards to the workflow featured in this tutorial, if you wanted to animate the fingers you could just delete all the animation currently on each finger, and then animate the fingers by hand. However, you should check out our updated workflow for r23, which simplifies this process a little bit more: ua-cam.com/video/ivsbDieUXuc/v-deo.html
If you edit the very first frame of the animation, or add a frame before the first frame, you can set the character into a T-pose on that. Then you can just skip the frame when playing back afterwards
Hi! Rokoko Studio is completely free, but you need to be working with a Smartsuit Pro or Smartgloves in order to record mocap. You can, however, access the entire Motion Library for free from Rokoko Studio.
There's also an older video from Rokoko showing how to apply constraints to have your rig express the animation of another - ua-cam.com/video/l3WsrvaY6VQ/v-deo.html. Both tutorials end right after showing how to get rig A to move according to the Mixamo animation (rig B). But how is that useful on its own? Is the end goal to render a video of rig A? Because otherwise you still have a file with 2 rigs where A is constrained to the animation of B. I was hoping the tutorial would end up with an export in which rig A has the animation(s) on its own (without a second rig present), to then use it in a game or other application - but I can't find anyone showing that. Is that Impossible?
There is a way to bake the motion into keyframes......its a bit tedious but it works! So once the your characters bones are parented to the animated character you use the Add Track for the 3 POS & 3 ROT coordinates for each bone of the non animated character.....then select all these empty tracks in the timeline that you just created and go to the Functions menu in the timeline and select Bake Objects.....the default settings work fine, although l uncheck Create Copy. Now you have keyframes on all your bones of your original character.
Why not use Motion Clips in Cinema 4D instead of manually adding PSR contraint tags? All you need is just keep your Mixamo hierarchy correct and then you will be able apply any animations to your character and make smooth transitions between them.
I'm not even using anything Rokoko related and this helped, thanks!
13:05 you can also click and hold on the Model Mode button (cube icon) and select Object Mode, then you can scale it normally without messing up the mesh. Instead of inputting values in the scale section.
Thank you, saved me tons of time rebinding skeletons to new meshes.
This tutorial is pure gold
Your mocap library is very impressive and it's a great idea! the only thing that is missing is the auto rig like in mixamo. If you only add that feature you'll be No .1 in this market for sure.
second this - also the Retarget technique doesnt seem to work when switching between different MoCap studios - I have to do the whole restraint tag technique all over again and some of the studios deform the rig and mesh to much - this is using a Mixamo rigged character. and I did double check that each Constraint tag was properly set up
Awesome! Super helpful!
This was incredibly helpful thank you so much! Loving my rokoko gloves!
Amazing tech, software and tutorials! Really a fan of what you guys are doing!
Brilliant tutorial. Thank you.
Amazing, thank you so much. I can now close iClone and stop panicking. Thank you for this video :)
Glad it helped!
This will literally save me hours
really helpful!
How to bake the animation to the target rig? In case we want some modification to the animation.
How can I export multiple animation for Godot in just 1 file by cinema 4D ?
This is awesome! Exactly what I was looking for. I just have a quick question about binding the animation to the figure. I'm using a mac for this but I can't seem to have it bind, it's greyed out. Is there a way I can fix this?
Thanks dude,that was great , some tips I didn't know before for instance to switch this parameter to animation. but wouldn't it be better instead of using the retarget tag to use the motion system so you also can mix the motions non linear also works with hierarchy and you get better transitions as you get with switching animation with retarget?? but anyways very helpful, thanks
Amazing tutorial!!!! Thank you so much! I do have a question, do you have a link to a tutorial on how to import the animations that are rigged to the character to Unreal Engine?
So I am noticing in c4d the neck/head area isnt matching up properly.
So I am having a big issue with the spine section. When assigning the rig, I am not seeing Spine 4 or Newton for the spine. Any ideas as to why?
Nice tutorial, but what if i need to change something like animate fingers on the character? Retarget tag doesn't allow you to modify the rig yes?
Hi! In regards to the workflow featured in this tutorial, if you wanted to animate the fingers you could just delete all the animation currently on each finger, and then animate the fingers by hand. However, you should check out our updated workflow for r23, which simplifies this process a little bit more: ua-cam.com/video/ivsbDieUXuc/v-deo.html
@@RokokoMotion thanks!
how do i set the mixamo animation into a t pose?
If you edit the very first frame of the animation, or add a frame before the first frame, you can set the character into a T-pose on that. Then you can just skip the frame when playing back afterwards
turned on auto keying and the joints will not move- im also using a keyframe animation
questions : I take it the programs are free but it needs any equipment to operate the program??
Hi! Rokoko Studio is completely free, but you need to be working with a Smartsuit Pro or Smartgloves in order to record mocap. You can, however, access the entire Motion Library for free from Rokoko Studio.
There's also an older video from Rokoko showing how to apply constraints to have your rig express the animation of another - ua-cam.com/video/l3WsrvaY6VQ/v-deo.html. Both tutorials end right after showing how to get rig A to move according to the Mixamo animation (rig B). But how is that useful on its own?
Is the end goal to render a video of rig A? Because otherwise you still have a file with 2 rigs where A is constrained to the animation of B. I was hoping the tutorial would end up with an export in which rig A has the animation(s) on its own (without a second rig present), to then use it in a game or other application - but I can't find anyone showing that. Is that Impossible?
There is a way to bake the motion into keyframes......its a bit tedious but it works! So once the your characters bones are parented to the animated character you use the Add Track for the 3 POS & 3 ROT coordinates for each bone of the non animated character.....then select all these empty tracks in the timeline that you just created and go to the Functions menu in the timeline and select Bake Objects.....the default settings work fine, although l uncheck Create Copy. Now you have keyframes on all your bones of your original character.
@@AndyPProductions AndyP nailed it!
Do you have the same tutorial for Maya? That will be awesome 👍
Hey there, we don't currently have one, but we will definitely look into creating one. Thanks for suggesting!
Can it motion track fingers too?
Yes, it sure can :) Read more about our Smartgloves here: www.rokoko.com/products/smartgloves
Why not use Motion Clips in Cinema 4D instead of manually adding PSR contraint tags? All you need is just keep your Mixamo hierarchy correct and then you will be able apply any animations to your character and make smooth transitions between them.
can you elaborate more on this process? very interested thank you