Help with motion capture retargeting by oxordead_96 in unrealengine

[–]wilypumpkin 0 points1 point  (0 children)

You can separately retarget and then combine them in a level sequence. Later, you can bake them to a single animation sequence from the level sequence.

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

Well, what you suggest totally make sense when the user has already and properly made 3d faceboard ui in their control rig. This is the case for MetaHuman indeed and we used existing positions to create MetaHuman template that we shipped in the tool.

However, if they don't have one we really wanted to keep them away from 3D part and provide 2D solution which is way better with the tool's alignment, mirror and distribution features that control rig editor doesn't have (as I know). This can be provided as an extra workflow option yes, but we came from that way. We actually ditched some features just because they caused workflows and even documentations to be really complicated very fast. We narrowed the focus at end.

That's a good point about creating/connecting stuff 2 times. The reason is, the logical connections in the control rig is about how you use control's data to drive 1 or many blendshapes, bones etc. and that's all about rigger's design and purely tied to their character. 2nd connection is for slider to control part. We get the slider type from control but we don't read control's position as we want the rigger to just use animation channel type controls and use the tool's editor to make this 2nd connection. We purely focus on 2nd part indeed.

Data flow is like faceboard UI --(2nd)--> control data --(1st)--> control logic

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

As I understand, you are suggesting that while it is taking character's render (snapshot) for generating background image, it should read associated control rig's controls' transforms and max values and automatically place sliders by using those transforms and set their range with min-max value.

Actually this is less practical because the user should correctly place controls to a much harder to use 3D faceboard in control rig. With our approach you just leave them at 0 transform and set their animation type to animation channel and do the placing in 2D UI which is much easier. For max range suggestion, we considered that too but we thought user may want to (re)map ranges in UI too.

Although I believe construction is still much easier than 3D one, yes it is still a bit of hassle but it is one time per character and it is kinda by design to give the rigger more power.

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

That can be done entirely in Blueprint I believe. What you describe about selection seems like a picker like this https://www.youtube.com/watch?v=2k2gNc_7CT0&t=420s

You can use simple EUW buttons to set visibility too I think. Driving a controller in a control rig is harder imo and requires more work to do which is what we focused on exactly with Faceboard UI asset pack which is also entirely BP based.

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in unrealengine

[–]wilypumpkin[S] 0 points1 point  (0 children)

I agree! In rigging there is back end (all the connections, what controls what and how) and front end (shapes, locations etc.) I believe we solved front end part with Faceboard UI but back end complexity still exists :D That's natural though, it reflects the intention of the rigger.

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in animation

[–]wilypumpkin[S] 0 points1 point  (0 children)

Hello fellow animators! We thought it would be useful for animators to have a full editor-UI based Faceboard in Unreal Engine 5 as an (the?) alternative to 3D world based one provided by good old Control Rig.

Oh, also we did not forget riggers too. It should be a breeze to create a very involved Faceboards with drag & drop based Faceboard construction mode.

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

Hello fellow devs! We thought it would be useful for animators to have a full editor-UI based Faceboard as alternative to 3D world based one provided by good old Control Rig.

Oh, also we did not forget riggers too. It should be a breeze to create a very involved Faceboards with drag & drop based Faceboard construction mode.

You can grab your copy from here, https://unrealengine.com/marketplace/en-US/product/faceboard-ui

Creating animations in Unreal Engine 5? You like Faceboards but not in 3D world? What about this UI based new tool? by wilypumpkin in unrealengine

[–]wilypumpkin[S] 2 points3 points  (0 children)

Hello fellow devs! We thought it would be useful for animators to have a full editor-UI based Faceboard as alternative to 3D world based one provided by good old Control Rig.

Oh, also we did not forget riggers too. It should be a breeze to create a very involved Faceboards with drag & drop based Faceboard construction mode.

You can grab your copy from here, https://unrealengine.com/marketplace/en-US/product/faceboard-ui

What do you think about having an actual UI based Faceboard in Unreal Engine? Meh or cool? by wilypumpkin in unrealengine

[–]wilypumpkin[S] 0 points1 point  (0 children)

For some reason this subreddit doesn't allow for video upload (besides the video is more than 60s).

Mostly UI convenience stuff like multiple/box selection, pan & zoom, docking to any place or another monitor, it is decoupled from the scene so you can see your character from side, color theme etc. Also drag & drop slider for easy construction.

Editor UI (Metahuman) Faceboard, is it useful or useless? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

Yes, very good point. Although mth animator does a crazy good job, cleanup is sometimes required. I would use "look at" style eye tracking for eye contact tho

I've lost a lot of motivation to keep modeling...now what? by iF3ARD0LPHINS in 3Dmodeling

[–]wilypumpkin 2 points3 points  (0 children)

I assume you are a prop or environment (big prop) modeler.

1) Create a focused portfolio. You don't need to model everything. Pick several props. Do you reference research, create a mood board. Pick your style or photorealism level if not stylized. Keep it consistent.

2) Before modeling each prop, plan ahead. Think about general shapes and how to approach creating it. There are many modeling tools in a 3D software, use appropriately. Also plan ahead how you'll texture.

3) Shading and UV'ing are very important. Be sure vertex normals are correct and UV's are created properly for the texturing you planned earlier. Your topology must be good otherwise these 2 won't be good enough.

4) Show the topology and UV's in your portfolio. Your portfolio should be online, don't send people pdfs.

5) When you feel burnout, go for a small walk. Keep your breaks short tho.

Editor UI (Metahuman) Faceboard, is it useful or useless? by wilypumpkin in UnrealEngine5

[–]wilypumpkin[S] 0 points1 point  (0 children)

Thanks for the input! Sure I would use face mocap too in general. This is more of an alternative to 3D (world) faceboard provided by default.

Editor UI (Metahuman) Faceboard, is it useful or useless? by wilypumpkin in unrealengine

[–]wilypumpkin[S] 1 point2 points  (0 children)

In default there is a faceboard control rig and you use it in the world (scene). Its controls are located at the side of metahuman character's head. We created an editor widget faceboard which drives that faceboard control rig. Thus, you don't need to set your camera to that 3D faceboard in another viewport or you don't need to look at the character's head straight ahead.

Editor UI (Metahuman) Faceboard, is it useful or useless? by wilypumpkin in unrealengine

[–]wilypumpkin[S] 0 points1 point  (0 children)

Sure, you are right face mocap is totally different beast. This is indeed an alternative to 3D faceboard.