Awesome tutorial! Really means a lot to see that kind of content from experienced people like you! There is an issue that I'm facing and cant figure out how solve this. It looks like there is an issue with the skinning of the head. Some vertecies are staying behind. Have you ever encounter this? Thanks!
@mocappys22 күн бұрын
I have and the good news is, there's a fix! 1. In MotionBuilder, open the "*_FaceMesh.FBX" file you have exported from Unreal. 2. Open the "Skins" window from the "Window" menu at the top of the screen. 3. Select the *_FaceMesh mesh object in your scene - be careful there are sometimes 2 objects with this name: the root object of the character hierarchy and the actual mesh object (the mesh usually gets renamed to "_FaceMesh 1") 4. Alt+Left-Click-Drag the mesh into the "Model List" in the "Skins" window. 5. Close the "Skins" window. Presto! It should be fixed - adding the mesh object to the Skins window seems to reset the Skin Cluster type and fixes the skinning issue. Hope this helps.
@stavrosfyl22 күн бұрын
@@mocappys God thank you so much! It worked. I wasted so much time looking for a solution. Best alternative solution was export FBX from UE5 -> Import it in Blender and from there export it again and import it to MoBu. But you gave a legit solution!:) Thank you and looking forward for any new material from you!
@tdtanimate2242 ай бұрын
Hi mocappys, thank you for the great tutorial series! I have a question about retargeting. Once I selected the source character's hip bone > File > Motion File Import, all of my mocap data got retargetted except for the root. Somehow, the root of my walk cycle moves on the Y axis instead of Z axis. So now my character's walk cycle is moving down vertically. Have you ever run into this problem?
@RairAfair2 ай бұрын
When importing as in Your tutorial, later head mesh isn't follow properly the head bones. Like they aren't attached properly, but I checked in Blender the same FBX, and everything is good. How to fix it in MotionBuilder. Screenshot: drive.google.com/file/d/1jddLni6q4eOc8h3-x-sniZhuaMsSVs9c/view?usp=sharing
@stavrosfyl22 күн бұрын
did you ever found the solution, I'm having the same issue with all the metahumans that I've tried and can't figure out why is this happening.
@mocappys22 күн бұрын
This should work: 1. In MotionBuilder, open the "*_FaceMesh.FBX" file you have exported from Unreal. 2. Open the "Skins" window from the "Window" menu at the top of the screen. 3. Select the *_FaceMesh mesh object in your scene - be careful there are sometimes 2 objects with this name: the root object of the character hierarchy and the actual mesh object (the mesh usually gets renamed to "_FaceMesh 1") 4. Alt+Left-Click-Drag the mesh into the "Model List" in the "Skins" window. 5. Close the "Skins" window. Presto! It should be fixed - adding the mesh object to the Skins window seems to reset the Skin Cluster type and fixes the skinning issue. Hope this helps.
@RairAfair3 ай бұрын
Why those two are so expensive? Can't lower the price, it already is 4 years old... ??? I woul buy, but not for 199+250 for both of Your payed tutorials, that is too much.
@mocappys3 ай бұрын
How much do you think is a good price for those courses? What would you pay? - genuinely interested, not angry:)
@BadraAl-c7j3 ай бұрын
It might be a weird question, but is there a way to use a single sensor from the suit without the entire suit? I want to check the gait activity.
@Svi3sa4 ай бұрын
Thank you so much for this!
@JosiePiedel5 ай бұрын
Hello! What could be the reason for certain parts of my animation changing once I have plotted the control rig on the skeleton (e.g. the hands lifting up again although I spefically changed that on the control rig)?
@BlazeZ__6 ай бұрын
I got a new position as mobu animator binge watching your series i know have some knowledge about software before production so thanks really like the approach instead of throwing information around you are showing how to do it while practically making something
@mocappys6 ай бұрын
Many congratulation on the new role! Makes me so happy to hear these videos gave you some practical experience before you get into the crazy that is production. Good luck!
@BlazeZ__6 ай бұрын
@@mocappysHello, i have doubt Whats the difference between aux pivot and auc affector and which we use when. To me as a newbie both looks same to me. If you don't mind can you explain a bit to me. Thanks
@advaithmahadev26466 ай бұрын
How you modeling the character, world and lightings
@mocappys6 ай бұрын
Characters are from a character creator (pre-metahuman) World is built in Maya. Lighting is done in MotionBuilder.
@BlazeZ__6 ай бұрын
Hey there i need some help you said here to alt and drag the camera but when i try doing that the camera starts rotating. Please let me know how can i do it properly Thanks 20:18
@mocappys6 ай бұрын
Are you using Maya keyboard shortcuts in MoBu? If so, you’ll need x-drag instead of alt-drag.
@BlazeZ__6 ай бұрын
@@mocappys Oh yes, thanks a lot
@toffotin7 ай бұрын
Seems there are some incompatible things with Python 3 in the script. At least the error message needs to go inside parentheses. Might be something else too, I'm getting an error relating to return xmlSlotNameJointDict too. Tried installing Python 2, but it seems MoBu versions newer than 2022 don't support it anymore.
@mocappys6 ай бұрын
Yes, this was all done in MoBu 2020 which was Python 2.7. Print statements do need to be in parenthesis. If I get chance, I update the script on my site for Python3
@sajisleem29747 ай бұрын
Hello, could you perhaps share the same script you used in this Video some where as I keep getting stuck at some pt, Need to use it as a reference!
@MaxJones-xt4fl8 ай бұрын
My character keeps completely disappearing when I plot the animation. Does anyone know what could be wrong?
@LuisOmarSantos8 ай бұрын
Hello I am in Mobu 2023 and I am getting this error : Traceback (most recent call last): File "C:\Users\Omar Mocap\Documents\MobuScripts\t_pose_metahuman.py", line 12, in <module> parsedXmlFile = etree.parse(xmlFilePath) File "C:\Program Files\Autodesk\MotionBuilder 2023\bin\x64\python\lib\xml\etree\ElementTree.py", line 1229, in parse tree.parse(source, parser) File "C:\Program Files\Autodesk\MotionBuilder 2023\bin\x64\python\lib\xml\etree\ElementTree.py", line 569, in parse source = open(source, "rb")
@mocappys8 ай бұрын
Hello, it’s hard to say without h seeing your code, but it looks like the object you are passing as “xmlFilePath” isn’t a file path to an xml file.
@kaustubhjagtapa13649 ай бұрын
Hi sir do aaa games like god of war series and uncharted are made using motion builder?
@mocappys8 ай бұрын
Hi, yes, a lot of big studios still use MotionBuilder for editing mocap for games.
@thejetshowlive10 ай бұрын
Looks like I'm a bit late to the party! This rocks...thank you.
@poordragon11 ай бұрын
Hello Simon! Thanks for the amazing tutorial! I got one weird problem, after clicking Insert Current Take, my rig becomes unmovable, I can't change anything after that. What could be the issue? Its like the rig is locked
@kavaspeaks11 ай бұрын
Thank you for not providing a download straight to the script as to allow for us to follow through with your input and understand for ourselves. I'm not familiar with coding whatsoever, but this is a great incentive for me to become more immersed in it!
@zipengxia7034 Жыл бұрын
Hi Simon! if the name of my model skeletons donnot match the HIK.xml file, how to get 'charHipsName'?
@zipengxia7034 Жыл бұрын
oh I had found out my template.xml lack a prefix, it cause 'charHipsObj' become 'No type'.
@tacituskilgore1159 Жыл бұрын
Hi, great tutorial. I am having a trouble with fingers. Around 17. minute the fingers are a bit odd, my character's fingers are like that too. How did you fix it?
@annajasinska7722 Жыл бұрын
Thank you!I am doing an anim test for a job and found it really helpful!Great stuff!
@mocappys Жыл бұрын
Thank you! That makes me happy. It’s the reason I make the tutorials. Good luck with the anim test🤞
@SensualSeduction32358 Жыл бұрын
Thank you for great mobu tutorial
@mocappys Жыл бұрын
You are very welcome. Thanks for the kind comments;)
@hotsauce7124 Жыл бұрын
Is there a way to combine multiple clips in Story into one long clip?
@ninomancuso7021 Жыл бұрын
I know you show how to set Animation Scaled on the animation to make sure it scales properly, but I'm still noticing a difference in my animation in Unreal. When I open the animation file in Unreal, the Preview Mesh is set to the f_med_nmw mesh, and the playback there looks correct. However in the editor when I apply the animation in sequencer, it looks incorrect. (I can change the preview mesh in the animation to the M_srt_nmw body and then the animation also looks incorrect, despite the Animation Scaled setting)
@ninomancuso7021 Жыл бұрын
Okay I may have found the issue, I reverted the retargeting type scaling to Animation and not Animation Scaled, and that has corrected it somehow? Not sure if this is correct or not but seems to be
@ninomancuso7021 Жыл бұрын
Oh, maybe it's my keys setup, navigation issue, when you alt-leftclick to align the new skeletalnode (around min 13) to the third bone on the fingers, I'm not able to alt-leftclick or drag. Alt left click does nothing and alt left click and drag rotates the window.
@mocappys Жыл бұрын
Sounds like you’re using Maya keys, in which case you need to use x-drag instead of alt-drag
@BingGeaux Жыл бұрын
Dude, this is a great informative video. Your explanations are detailed which is lacking from most every other video i find. Also, I loved the use of Matrix scene.
@mocappys Жыл бұрын
Thanks! Appreciate that. More to come from the Matrix scene. Got to run up the wall next!
@Oskar-sl6zx Жыл бұрын
Are there any way to create root motion in MB?
@MarcoDAmbrosTDTutorial Жыл бұрын
great video!
@mocappys Жыл бұрын
Hey! Thanks, Marco. Hope you're well :)
@grossimatte Жыл бұрын
Fantastic tutorial! Could you share the script so that running it it's more straightforward for non technical people like me? :)
@mocappys Жыл бұрын
Yes, here's the script I use to characterize the MetaHuman. kzbin.info/www/bejne/qp3blZKwmryAjqM mocappys.com/how-to-t-pose-and-characterize-your-character-using-motionbuilder-python All you need to do is swap out the HIK.xml in the script with the name of your MetaHuman character definition XML. This is the line in the script charSkelDefDict = convert_skeleton_definition_xml_to_dict("HIK.xml")
@grossimatte Жыл бұрын
@@mocappys I tried to do that but i can't get past an error with line 31. It's complaining about expecting code to be indented. Would it be possible to upload the script as a whole? I know it sounds lazy, but it would save me (and I guess many more) a headache. In any case, thanks for the awesome tutorials!
@mocappys Жыл бұрын
It sounds like the formatting isn't copying correctly from my site into your python editor. I'll see if I can find a better way to display the code that doesn't break the formatting, AND I'll combine it into a single script at the bottom of the page as you were so nice about my tutorials :)
@grossimatte Жыл бұрын
@@mocappys Thanks for the extra effort! Looking forward to it!
@BingGeaux Жыл бұрын
do yall have any videos what show a character holding, carrying, or grabbing objects?
@mocappys Жыл бұрын
Yes, there’s this tutorial👇 that’s shows how to do all that… kzbin.info/www/bejne/Zpu9oHasnNN_bMk
@houdinini6715 Жыл бұрын
thank you for your sharing sir!!!
@mocappys Жыл бұрын
You are very welcome!
@original9vp Жыл бұрын
Scary but, oh so good!
@mocappys Жыл бұрын
I'll appreciate the "oh so good". But why scary?
@original9vp Жыл бұрын
The coding part still scares me 😅@@mocappys
@cheryl_rj7662 Жыл бұрын
i think it will be better to add the keyboard shotcut you are using for more beginner, it;s really struggle that every shortcut you are using is confusing me, but thanks for the tutorial!!
@mocappys Жыл бұрын
Sorry, about that. I forget to say what shortcuts I'm using sometimes. The next video has the keyboard shortcuts on screen when I don't say them. Hopefully this makes things easier :) kzbin.info/www/bejne/bYPFZ3WOYsuAe8U
@FKSwitcher Жыл бұрын
This tutorial is very good and very helpful. I am cleaning up the soldier data movingthe action of crawling on the ground. Arms and legs that can be moved with IK can be fixed on the floor, but elbow and knees are not fixed and move continuously. This problem is very difficult because the Aux Effecter cannot be fixed with elbow and knees. Is there any way to pin elbow and knees that contain animations?
@hyh1411 Жыл бұрын
Hi there, thanks for the tutorial it's great! how to use the name tool in Motionbuilder? 11:25 And is there anyway that I could see whole script that is used for 12:16?
@mocappys Жыл бұрын
The name tool uses string matching, so you can type in the exact name of an object you are looking for, or you can use wildcards for partial matching. For Example "*_joint_*" to find all the objects with "joint" in their names. Here's the script I used to characterize the MetaHuman: kzbin.info/www/bejne/qp3blZKwmryAjqM mocappys.com/how-to-t-pose-and-characterize-your-character-using-motionbuilder-python All you need to do is swap out the HIK.xml in the script with the name of your MetaHuman character definition XML. This is the line in the script charSkelDefDict = convert_skeleton_definition_xml_to_dict("HIK.xml")
@AnnisNaeemOfficial Жыл бұрын
Thank YOU!!!
@mocappys Жыл бұрын
You're welcome!
@joseelupien1835 Жыл бұрын
how do you remove a bone from the mapping list?
@joseelupien1835 Жыл бұрын
Ok, I found it out eventually :D just select the bone in the character control interface, double-click in the bone name field, delete the name and click ok.
@joseelupien1835 Жыл бұрын
Saving mapping definition! Thanks God for that!
@fkmnk1 Жыл бұрын
Thanks a lot for your videos. Do you know how to implement a squash n stretch to HiK?
@realwishgamer Жыл бұрын
where is the manual video please - i cant code lol.
@mocappys Жыл бұрын
Couple of options for you: The inspiration for this video: kzbin.info/www/bejne/ap6ymoqPqbisb9k My MotionBuilder Course: academy.mocappys.com/p/how-to-animate-character-with-mocap An alternative manual approach: kzbin.info/www/bejne/oqOZga2fhL5rbrc
@realwishgamer Жыл бұрын
@@mocappys gentleman as always thank you.
@artbyaline Жыл бұрын
There are some powerful things you can do when targeting RAW on skeleton in Mobu so you don't have to dive in straight to manual editing on the control rig! Saves you time and keeps the quality on the curves :)
@mocappys Жыл бұрын
Totally agree. I try to get a “best fit” with the retarget settings and fix the rest with layers - more of an animation approach. But you’re right, there are some powerful things you can do with the retarget settings during the remap. A lot of the fixes here were adding data that wasn’t captured by the mocap systems.
@artbyaline Жыл бұрын
@@mocappys I find taming down the head with a slight reach on translation and rotation to be necessary to avoid the bobble head + the godawful bent knees on locomotion or Smart Objects in a lot of games out there. Anyhow, thank you again so much for the tutorial 😀
@mocappys Жыл бұрын
Thanks, Aline. Great advice! I’m with you on those bent knees
@ramtheram4860 Жыл бұрын
thank you for this great video. however, in the video (15:34) you mentioned that the script is on your site, but I could not find any script when I went to I see those pieces of the python script but the code does not seem to be optimized for meta human. is it?
@mocappys Жыл бұрын
Hi, The script on my website should let you characterize any character as long as you have a Character Definition XML file for it. All you need to do is swap out the HIK.xml with the name of your MetaHuman character definition XML. charSkelDefDict = convert_skeleton_definition_xml_to_dict("HIK.xml") Hope this helps
@adpokem5 ай бұрын
@@mocappys Hello, thanks for the tutorial! Any chance you could share the metahuman character definition XML you used in the video? Can't find one online and it would save a ton of time to have it.
@spacelord3000 Жыл бұрын
Hi Simon, thanks for this awesome tutorial. One question I have is involving the different Metahuman skeleton sizes. I've always retargeted to the actual rig size used by the character but seeing your video you're telling me there is no quality degradation or retargeted issues when going straight to the base skeleton with animation scaled setting? :O
@mocappys Жыл бұрын
Hi, For single character animations like the dance I use in the video, it shouldn't make a difference because the rigs are globally scaled so all the limb lengths and pivot points are the same. It would make a difference if your character interacts with something, like a second character, environment or prop object. In these situations, the distance your character moves, stride length, reach, etc, would be different so the alignment wouldn't work, if that makes sense. Ideally it's best to work with the correct scale character whenever possible, but if you can't or haven't, the animation would still work in some situations.
@spacelord3000 Жыл бұрын
@@mocappys ok got it, that makes a lot of sense. Thank you!
@包子-v9j Жыл бұрын
Hello, your tutorial was very helpful for me. I have a question regarding external animation data, where the root animation is in Z-up orientation, but in MotionBuilder it is in Y-up orientation, causing the character to fall down. Is there any way to solve this issue?
@mocappys Жыл бұрын
It depends what you are doing and what format the animation data is in. - If it’s skeleton or marker data you are using to remap, you can change the orientation of the root of the skeleton or marker data to something like -90, 0, 0 (xyz). Then when you remap the data to your character - If you are importing animation onto your character, you can change the rotation on the Reference node (usually the parent of the character hip joint) either in the scene or Character Controls You might have to rotate the character back to its original position when you export, depending on how you plan to use the final data.
@Bakyt3D Жыл бұрын
Cool tutorial!
@mocappys Жыл бұрын
Thank you. I hadn't seen your tutorial, but I will go and check them out. I actually used this tutorial from Pixel Prof Metahuman into MotionBuilder - kzbin.info/www/bejne/ZnXCZ4Gvqp6Xga8
@Bakyt3D Жыл бұрын
@@mocappys I mean the fingertip management part
@mocappys Жыл бұрын
Oh, this isn't the first rig I've worked with that didn't have finger tips :)
@Bakyt3D Жыл бұрын
@@mocappys sorry I didn't get it, my English isn't so great 🥴
@thejetshowlive Жыл бұрын
Needed this to round out my mobu workflow. Thank you!
@mocappys Жыл бұрын
Happy to help round it out
@FxmediagroupRu Жыл бұрын
This is an absolute beast of a tutorial. Too bad i can't join academy at that website. Gives some weird error.
@mocappys Жыл бұрын
Thank you. Beast is what I aim for :) Sorry about website not working for you. What error are you getting? Does this link work? academy.mocappys.com/p/how-to-animate-character-with-mocap
@FxmediagroupRu Жыл бұрын
@@mocappys "Beast is what I aim for :)" Your mind works different. I can say it even by your replies. )) Nice. So yeah thanx! I am in. Is there any interaction included in that course? Like answwering some questions and such.
@mocappys Жыл бұрын
@@FxmediagroupRu If you have questions about something covered in the video lessons, you can post them in the comments section in the lessons and I will answer them. Is that what you mean?
@FxmediagroupRu Жыл бұрын
@@mocappys yes thanx. Its great. I found discussions in the example lesson.
@davedubuk Жыл бұрын
I've been using MB for years, but every time I watch one of your tutorials I learn new tricks - loving your work! One question though - I always characerise with the fingers parallel aligned to the world axes (except thumb1 = 30 degrees). I find this gives pretty good results with retargetting between different characters and also when transferring mocap glove data. I see you're characterising with a relaxed hand pose and am wondering how you chose the exact angles for the fingers and what advantages doing it this way might have?
@mocappys Жыл бұрын
I'm the same when I watch one of @riggingdojo videos. To answer your question, I left the fingers in the standard MetaHuman relaxed pose because I didn't end up retargeting the data from the gloves/fingers of the actor skeleton. I did this because it's so much easier to look at the relaxed hand compared to paddle hands. I do the same whenever there's no finger data If I was going to retarget, then I would do the same as you and straighten the fingers and thumbs - I actually did that at first, but then changed when I saw the finger data.
@davedub Жыл бұрын
@@mocappys (Dave again, replying from my business account) I'd not heard of riggingdojo, will check their channel out for sure. Thank you for the explanation of the hands situation - that makes total sense. If you have a moment, I'd love to hear any comments you might have on my project - I've been working on a Daz to UE exporter for the last year or so and am currently beta testing with around 100 users...
@ioannisagouris9510 Жыл бұрын
Hi, thanks for this amazing video! Would it be too much to ask for a link to the full script for metahuman T-Pose ad characterization? Thanks again
@mocappys Жыл бұрын
Hi. Here's a link to the script to t-pose and characterize a character: mocappys.com/how-to-t-pose-and-characterize-your-character-using-motionbuilder-python/ You just need to change the "HIK.xml" for a "metahuman.xml" character template, once you've made it.
@ioannisagouris9510 Жыл бұрын
@@mocappys Thank you very much Simon, much appreciated!
@workflowinmind Жыл бұрын
Wow... Another awesome one, thanks a lot, just in time when I needed exactly this workflow!
@workflowinmind Жыл бұрын
13:10 Stangely mine came with tips but misplaced... 🤔
@mocappys Жыл бұрын
Glad I could help. Interesting! Maybe it was the version of rig you used to build your metahuman?
@workflowinmind Жыл бұрын
@@mocappys It was late here when I tested that, the tips came from the characterization that I did too early, now with fresh eyes, I believe I just missed the hiding part (probably in your script?), from memory: - * _ half _ * - * _ mcp _ * - * _ side _ * - * _ in _ * (minus the spaces, YT formatting drives me crazy, it doesn't support escaping 😅) Thanks again for this, sooo useful, there are tons of videos on MH but 90% are just very high level, or doing things actually wrong.
@mocappys Жыл бұрын
@@workflowinmind my script (in the video) actually adds the finger tips to the MetaHuman, just to confuse things even more... don't forget * _ out _ * for your list - I see what you mean about the formatting;) Thank you. You're too kind.
@workflowinmind Жыл бұрын
@@mocappys Perfect thanks! Oh yes and last thing, you can import metahuman blenshapes fine in MB, I use it for facial mocap editing (you don't get the secondary rigging goodies in the viewport but they import back fine in UE)
@ninomancuso7021 Жыл бұрын
Thanks for going into more detail about why each option is important!
@mocappys Жыл бұрын
Gotta be done, especially when one will cause MotionBuilder to crash;)