Hi all, I’m currently trying to apply mocap animation onto my Metahuman that I’ve assembled in Maya via the Metahuman for Maya plugin from Fab. Unfortunately, it doesn’t seem to be working as intended as you can see in the video here. https://drive.google.com/file/d/1VTcXaxTYfblka2mBarma8Duhz6f7LSP-/view?usp=sharing
For context, the mocap animation originally had a Vicon skeleton on it, which I’ve retargeted the animation to have the Metahuman’s skeleton instead, in UE. I then exported out that animation as an fbx, and applied it to the assembled Metahuman in Maya via the Time Editor, as in the video.
The animation looks perfectly fine in UE, but just doesn’t seem to work out in Maya.
I suspect that the issue is due to the assembled Metahuman in Maya having joints that are pointing in different axes, compared to the joints on the skeleton of the imported animation. I turned on Local Rotation Axes in the video which you can see. I also have a still image of the LRAs in my rig here. https://drive.google.com/file/d/1-wBSwaS_snruy8Mcht2BnxMtiYX7y3NZ/view?usp=sharing
I’m not too certain how to fix this though, and was wondering if anyone had any ideas? Or if there’s something else that could be causing issues as well? Thanks!