Welcome back
3 quick questions:
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Since the Kite demo I saw that Epic is pushing for a blend shape based solution for facial rigging…ART V2 will feature some custom blend shape commands or a speedy workflow? I know that the creation of the blend shape is completely based on the artist, but I want to know if some tips and tricks could be added
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I’ve integrated corrective shapes into my rig and I got them working into UE4 with an animation blueprint…far from reality, but is there any way to be able to convert 1:1 the SDK from Maya to UE4? As a quick workaround to test them quickly I created a separate, very simple, rig with just a couple of bones which drives the corrective shape amount based on the angle, and as a post script it works, but a proper solution could be doable?
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There will be an update on the FBX animation import ( mocap ), which is done externally ( 3ds, Mixamo, BVH found around the web )? currently if I want to import a FBX file I don’t have the ability to retarget/choose/exclude some of the bones, and most important of all I have no idea what kind of joint setup I have…is there any way to have something similar to MOTOR in Softimage? like the link below?
Softimage MOTOR retargeting
I solved this issue for both FBX and BVH by having a python script which match the orientation between bones and the root position, but I don’t know how to build a GUI or how to expand the script in order to be used on many FBX/BVH files…are there any plans for that?
Can’t wait to try V2!!!