For Unreal, the default up axis is Z, however, in Maya it's Y. So if you want to keep all the rotations on 0,0,0 when you import a character or an animation, you must change the default axis in Maya to Z up. This will simplify A LOT of things down the road. Especially when working with cinematics. You can also do that during the FBX export, in the Axis Conversion settings. Thanks for this tutorial =)
@toonia87885 жыл бұрын
Can you guys do a video tutorial from rigging step, connect motion capture and face cap then import into unreal engine 4?
@ryansaper Жыл бұрын
I don't have the Simplify option in my version. Did it get deprecated in the current build?
@AdvancedSkeleton Жыл бұрын
kzbin.info/www/bejne/aXyzdWqwd7eKpJI
@rob99995 жыл бұрын
Is there a way to build a rig on different axis's? Such as me changing the front of the rig to be X Positive? That is way more helpful to do rather than making constant adjustments when importing into unreal.
@7_of_15 жыл бұрын
I’m considering buying the indie license but concerned from comments here on lack of support or documentation. Is that addressed if you purchase the indie license as I would need some help with it.
@nicolasportu5 жыл бұрын
Great tutorial! Advanced Skeleton blendshapes to unity would be another great tutorial :)
@naaffax67004 жыл бұрын
isnt there any way i can use just a voice clip to drive the lip sync without having to rely on which language it is? based on the sounds it makes why cant it use some phonemes to mimic the mouth to its respective phoneme? for instance, in iClone the lip sync works perfectly regardless of the language you speak. it automatically lip syncs to perfect phonemes. I really hope Advanced skeleton would adopt such a way without the need to show the text.
@gecodo5 жыл бұрын
i wish there was some documentation, i don't even know how to attach new mesh to the rig without breaking.
@notmyself92795 жыл бұрын
with regards to exporting to unreal is there a way to make a fit skeleton that conforms to the same makeup as the ue4 mannequin (rotation, root bone, ik bones, twist joints, etc) ue4 uses 2bone ik, so i think the default way AS builds twist joints puts them in between two joints in a chain rather than floating on their own might break 2bone ik's in ue4.
@notmyself92795 жыл бұрын
@Pasan Madusanka i've played with that but a few problems come up, depending on # of twist joints etc transfer weights does not give you a 1 to 1 weighting, the game skel also does not generate the same Ik joints fore feet/hands/gun as the mannequin has, aswell u have to create a extra leaf joint for any joints u want to keep when game skeleton gets created, and while i have yet to test it im not sure what problems could arise with using the face builder and exporting the game skeleton; mostly these are little tweaks to account for but would be optimal to have a fit skeleton that conforms to base mannequin to then build on top of, but yes for getting a simple character right into unreal the game skeleton is awesome.
@notmyself92795 жыл бұрын
@Pasan Madusanka they seem to be, though ive found in the meantime the best workaround is to generate the UE skel and skin directly to it instead. for whatever reason transfer skinning from the generated fit skel creates havoc.
@7_of_15 жыл бұрын
@@notmyself9279 Are you saying you get the ue4 skeleton from msnnequin into unreal and bind this directly using the plugin to yuor mesh?
@2sahn2345 жыл бұрын
@@7_of_1 you can simply do another workflow , instead of building body skeleton , use Ue4 skeleton to rig and skin your character, and then Mappe the bones for advanced skeleton using its mapping feature,, where it has presets to map Mixamo, Motionbuilder, CC2-3, HIK etc, and you can add your own mapping scheme too, and then use facesetup to build face on Non-advancekeleton body rig.
@TheFalconking4 жыл бұрын
does this workflow also export the body`s animation ?
@favyijomah18894 жыл бұрын
How can i keyframe the autolipsync so it doesn't start at the beginning of my animation
@NoumanRiaz5 жыл бұрын
Great tool, thank you!
@AyahAnimaya5 жыл бұрын
Awesome tool, thank you so much!
@adithyakatroj3 жыл бұрын
Where can I find the tool link
@marcorubioartista3d3655 жыл бұрын
it is actually possible export this to Unity ?
@dimakobziar94325 жыл бұрын
After pressing the button Convert FaceSetup, the skin on the beard and eyebrows flies. How to fix it?
@NeroForte_3 жыл бұрын
I dont see the simplified facesetup tab nor button. I downloaded the latest version. and What version is that in this turorial.? HELP PLEASE!
@AdvancedSkeleton3 жыл бұрын
I suggest checking this link: kzbin.info/www/bejne/aXyzdWqwd7eKpJI
@MAM_Eververse4 ай бұрын
Can anyone tell me please where to find this S item, I don't have it on the shelf and don't know where to search😭
@bienhaui5 жыл бұрын
i'm using v5.591. rig and convert FaceSetup to blendshape error " AdvancedSkeleton5.mel line 21701: No object matches name: FaceFitSkeleton.run " . how to fix it?
@graceitwas29684 жыл бұрын
lets be honest.. this proly the only pluggin i would actually pay for
@sazemard722605 жыл бұрын
Fatal Python error : Py_Initialize: unable to load the file system codec ModuleNotFoundError : No module named 'encodings' In Maya, error message : mfa_aligne.exe stopped to run :(
@fdlarts76765 жыл бұрын
3:22
@rakeshraks17734 жыл бұрын
We can do like this in maya 2012 version
@CuongNguyen-swax5 жыл бұрын
is this support for free verson?
@truongcgartist5 жыл бұрын
both free and paid version are the same thing. You pay for the license, not the tool.
@kaushik-kallol5 жыл бұрын
Hello, Greetings. I am following all the above rules (except the second way of the following video kzbin.info/www/bejne/pGKvZWOlntmcsLc ) to use my animation in unity(2019.2.7). I have tried to "Simplified-FaceSetup" along with & without "optimize SkinCluster for export in" & "optimize joint-count for export" but unfortunately, it is not working properly. Facial expression is broken in some areas! I am using maya 2019 & AS 5.720 Please help me. Thanks
@野战5 жыл бұрын
How to add in Chinese
@nicolasportu5 жыл бұрын
// Error: file: C:/Program Files/Autodesk/Maya2019/scripts/AdvancedSkeleton5.mel line 23947: No object matches name:
@nicolasportu5 жыл бұрын
You have to load the model as: Open Scene. Not working if you: Create Reference ;)
@mycloudvip4 жыл бұрын
What is the price of the plugin and where can I buy it? can you do lip sync directly on UE current version? Why do it first on Maya? Thanks and STAY SAFE!!!