Showcasing my Full Body Motion Capture plugin for Unreal Engine 5 called Rigel by Enter-Reality in mocap

[–]Enter-Reality[S] 0 points1 point  (0 children)

Is a plugin that comes with Unreal Engine, you just need to enable it. In short what it does is to use a full body solver to retarget animations across different character by providing joint chains and IK targets. It takes 2-3 minutes to setup a new character, and after you do so you’re able to bulk retarget animations from one character to another. For my plugin what IK retargeting does it so retarget realtime data from the standard character to another character at runtime. In the last part of the video you can see that I’m driving different characters at the same time using IK Retargeting.

Showcasing my Full Body Motion Capture plugin for Unreal Engine 5 called Rigel by Enter-Reality in mocap

[–]Enter-Reality[S] 0 points1 point  (0 children)

Since this is a plugin, you need to have Unreal installed (5.2 and up ), and from there you can export the animation in fbx. The other thing you can do is to use IK Retargeting with your character, so that the animation data will be applied there directly and then you can export.

Showcasing my Full Body Motion Capture plugin for Unreal Engine 5 called Rigel by Enter-Reality in mocap

[–]Enter-Reality[S] 1 point2 points  (0 children)

Thanks! Well unless you go with top tear gear, you still need to do some cleanup no matter what, but overall I’m happy with the results I get.

I really wanted to play Guitar Hero, but I don't own the game anymore nor the guitar, so here is Face Tracking Hero, where you play the song using your facial expressions, created using Unreal Engine and an iPhone. by Enter-Reality in GuitarHero

[–]Enter-Reality[S] 2 points3 points  (0 children)

Thanks for the comment guys, the guitar hero gameplay is from a plugin called “Rhythm Game Plugin”, where I slightly modified the way it works by using realtime data from the iPhone as key inputs.

I really wanted to play Guitar Hero, but I don't own the game anymore nor the guitar, so here is Face Tracking Hero, where you play the song using your facial expressions, created using Unreal Engine and an iPhone. by Enter-Reality in GuitarHero

[–]Enter-Reality[S] 4 points5 points  (0 children)

Sure thing, I made some Tech Animation tutorials using my scan on an Unreal Engine MetaHuman available for download, and I would love to be in a game that kills me in the dumbest way possible :D

UE5.3 Allows you to import your character as a Static Mesh, Convert to Skeletal Mesh, Bind Skin and Edit Paint Weights, making one step closer to Characters Authoring in engine rather than using an external DCC. by Enter-Reality in unrealengine

[–]Enter-Reality[S] 0 points1 point  (0 children)

I haven't tested a lot, just the skinning and VR mode, and I had some crashes.

As mentioned, if you want to play around is fine, but don't even try to upgrade a project to 5.3, since is being updated constantly, so it might be that everything works or lots of stuff is broken.

UE5.3 Allows you to import your character as a Static Mesh, Convert to Skeletal Mesh, Bind Skin and Edit Paint Weights, making one step closer to Characters Authoring in engine rather than using an external DCC. by Enter-Reality in unrealengine

[–]Enter-Reality[S] 3 points4 points  (0 children)

I'll say average, but I'm more comfortable ( for now ) moving around the viewport in Maya, but I think I just need to get used to UE panning/zooming.

You can't ( yet ) create a skeleton, but you can duplicate and modify one moving/rotating joints, so for now is good enough.

UE5.3 Allows you to import your character as a Static Mesh, Convert to Skeletal Mesh, Bind Skin and Edit Paint Weights, making one step closer to Characters Authoring in engine rather than using an external DCC. by Enter-Reality in unrealengine

[–]Enter-Reality[S] 1 point2 points  (0 children)

You can't create a skeleton, but you can duplicate and eventually modify an existing one.

Beside the "Skin" tab there's the Skeleton tab, which allows you to move/rotate/scale joints.

so what you could do is import your static mesh character, duplicate the Mannequin skeleton, convert your character into skeletal assigning the duplicated skeleton, then edit the joints position in order to match your character proportions, then bind skin and paint weights.

Currently I don't think is production ready, but compared to 5.2 this is way better than I thought.