How can I export Rokoko animations to the new motion matching system?

We have made a motion capture section with Rokoko suits and when exporting and performing the corresponding cleanup we noticed that it does not work in motion matching.
I would like to know what the workflow is from the motion capture program to the implementation in Unreal.
Thank you.

Wish you luck finding anything about this.

Fwis, you should probably be capturing directly in Unreal instead of relying on anything rokoko provides you with.

Consider that in the future.

Set up a master project to record takes.
Export the take from unreal. Edit it in whatever DCC you please. Import the edit to the final project.

Funny enough, UE is so bugged that this is the only use purpose I have with any version past 4.24 now a days.

One slight change to the pipeline i did recently (and i prefer it somewhat) is to pass via Blender before passing onto Unreal.
There is a considerable delay on the Unreal scene though, so actors have to just act. You can view/follow along best over Blender.

The split allows me to get motion only on blender saved data, and Motion plus Face in unreal saved takes.
And this was useful in a handful of cases where I would have otherwise needed to clean off face data to get the files I needed off to the consumer.

Thanks for your reply.

The biggest problem is that all the movements needed for the game are captured in Rokoko, I can set up a live stream to play that animation, but it doesn’t recognize the corresponding IKs and on top of that, motion matching can’t be used.

My big question is if I can take Rokoko to Maya 3D to retarget it and have it recognize it without any problem in Unreal.

I tried different ways to do it and when I export it to Unreal it can’t walk inside the motion matching.

You can take it to anything, but the skeletal structure that you export is nowhere near anything that the engine uses.

Your best bet is to use the retargeting thing that they have out as part of their Blender plugins if you want to get something ready for any other DCC.

Retarget the animations exported from rokoko to blender. Record in blender, export to anything else and re-work it in the other program…

That is, assuming they do not offer a direct pipeline that allows for retargeting within maya…

Thanks for the quick reply.

I will try this workflow you mentioned.

It’s good to know new methods, thanks again