I’m rigging up characters in Maya and was wondering how we apply those post process poses with all the extra bones.
This would be essential for skinning and rigging in Maya so I can preview that my skeleton weights are all good.
I’m rigging up characters in Maya and was wondering how we apply those post process poses with all the extra bones.
This would be essential for skinning and rigging in Maya so I can preview that my skeleton weights are all good.
I read this might be doable with Quixel Bridge export to maya, and a bunch of stuff gets set up automatically. However I’m having trouble doing that at the moment on the latest versions of quixel as they transition to FAB.
Corrective joints are there already, but their setup is done using Pose Driver Connect.
Not sure if it comes already with Metahuman presets though.
If not, you do have all the predefined poses ( 1 frame animations ) as soon as you add a Metahuman inside Unreal, so you may need to export them and use them in Maya, so kind of working backwards.
Oh wow! This is so far one of the most helpful answers to this. I had no idea this existed. Wish this was documented somehow in the unreal docs. Like how are people supposed to know about this for creating characters.
(Oh I just saw release date, Oct 3, 2024, Maybe it’s new?)
Oh I also found this: https://www.unrealengine.com/en-US/blog/create-more-realistic-animation-in-less-time-with-pose-driver-connect There’s an entire tutorial video here for the whole flow. Wow, I went from knowing nothing about this to having an entire end to end tutorial. Amazing.
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