@ioFlow any tips for the others on how to fix the clav’s
ps sorry been away for a week
@ioFlow any tips for the others on how to fix the clav’s
ps sorry been away for a week
Hi Geodav,
Yep, it’s all about getting the T pose at frame 0 in your character the same as the T pose in the blue dude:
http://www.ioflowstudios.com/posts/20150331_235726_post.jpg
Currently I’ve just manually posed her like that, though when I get a chance I’ll do an action that has her in that pose at frame 0 so that she can return to normal for normal animating. The pose is done with rotations only in pose mode and MUST be exported at a scale of 0.01 otherwise horrible things that look an awful lot like she swallowed a black hole happen.
Also, this makehuman character is actually from the stable build and is using the basic rig.
Normally what I prefer to do is bring in two copies of the character, one with a full rigified rig (with all the cool IK/FK stuff) and one just with the basic rig. Then I use rotation constraints between the corresponding bones in the two rigs to make the basic rig sync with the rigify rig. That way I can animate with all the helpers but then for export I just export the basic rig.
Ah, the feet are not all strange either. That is the latest build?
How did you get the eyeballs to show up? For some reason mine are just white…
It’s the latest stable build (1.0.2).
For the eyeballs, just hook the eye textures alpha channel up to the opacity mask input of the material and set it to masked in the material settings.
I also set the metal to 1, it makes the eyes look cool
Just tried the nightly build 20150414 and used the Tpose with the Unreal skeleton. I guess the Tpose does not [yet] pose the thumb and ball (foot) bones correctly.
Also the head is displaced, running looks like gollum
I am really looking forward to a fixed Tpose.
We originally considered the use of Epic’s official rig, however, this creates licensing problems since when you export a model from MakeHuman, the resulting model and rig become CC0 (in other words, copyright free). We could say “if you use the Unreal rig, that rig is copyright Epic Games and may only be used with Unreal Engine 4 blah blah blah” but this is not something we wanted to do. The alternative was to create a custom, UE4 compatible rig. So what are the aims?
Well, firstly, it should work with UE4. Which it does for the most part.
Secondly, it should support the standard animations from the Epic store. Allowing direct importing turned out to be quite tricky, but the retargeting tools do work and is simple to set up. With a better T pose (one designed for UE4) we should be able to get pretty decent results. I agree that in an ideal world, direct importing should work, but it is what it is.
Thirdly, it should work in all circumstances, desktop and mobile for UE4. This means staying under the 75 bone limit (which causes it to break on mobile). This may not seem like a problem now since the rig is quite simple, but once face bones and such are added we’d want to be careful to keep things working. So in the long run, this will hopefully be a more powerful rig than the Epic one, while remaining compatible with both mobile and desktop.
So rather than being a replica Epic rig, it’s more like a UE4 compatible rig. Also worth noting is that 1.1 is still unstable and there were/are known issues with the exporters.
I know we’d like to improve support for UE4, but given the team size, it’s just not possible to have someone dedicated to it. I can’t speak for Manuel, but I’m sure he’d appreciate it if we could get someone on the team wanting to improve the UE4 support. So if anyone is interested, let us know.
Hi Razeil , thankyou very much for the info which clears up the uncertaincies that people have had when using MH + UE4 , i think once people realise that your Uengine rig is designed to use re-targeted anims then things will go a lot smoother.
I’ll do my best at this end to keep people from falling down. as we all know “Nobody” reads the instructions or the faq till its to late , which is why we’re here
To be fair there is no current documentation on the topic with 1.1 still being under development and it being early days for us trying to support game engines in general, which in the past was not even on the radar :D.
hi raziel, great work by MH team btw.
some of the issues on this thread were caused by using different nightly builds, some having sporadic results.
I believe the main issues were the T-Pose and for retargeting the naming conventions on the bones. not sure how to work around that.
the extra bones should not even be an issue if done correctly, retargeting is fine with ‘extra’ bones, they could simply be used or not.
getting the new version MH models (nightly builds) in Blender and then into Unreal is pretty difficult at the moment though.
note: haven’t tried in a month or so to be honest, but would like to again commend all the MH peeps on a very useful tool, thanks
I could say nothing about that Nightly build, but aside that is MH-Blender-UE4 near a one click soloution.
It works like a charm.
When you export from MH into Blender with a LowPoly Topo, then you have both skins on one model Low/High Poly.
I export them seperately.
I never exported directly into ue4 but how you get rid of the second skin, if you do?
Edit: If you look at the zombiefamily in my Signature, they where made to learn process of making clothes to use directly into MH. If you make the clothes for the middlesized, then you can use them on every model (with sometimes small errors (easy to fix in blender)).
All works very well, retargeting too.
Shouldn’t be difficult, even on current nightlies. If it helps, this is what I recommend if you want a MH -> Blender -> UE4 workflow:
The good news is that once you have a single copy of the MH rig set up for retargeting you can use it on as many imported MH models as you want. Just select that rig when importing the next character.
Hope that helps.
Just to follow up on my previous post, and to keep things complete, if you just want to go straight from MH -> UE4, the process is super simple:
And similar to the other workflow above, once you have a single copy of the MH rig set up for retargeting you can use it on as many imported MH models as you want. Just select that rig when importing the next character.
Hope this helps.
Hi Raziel,
Thanks for the step by step explanation, really helps a lot! Didnt know about the FBX import/export problems, good to know to use Collada.
thx raziel,
as martin said didn’t know about Collada working and didn’t even think to try it.
and I would have never thought to exclude those bone mappings, so thanks for that info as well.
I really like how MH is evolving, the future possibilities are unlimited.
& absolutely agree the Blender 2.74 exporter is way better now.
note: btw, don’t remember the circumstances but had to re-skin a MH model in blender so I used rigify which gave weird results until I excluded the IK bones in the UE4 skeleton. than worked like a charm, just in case this helps anyone.
I’m not sure if I’m doing something wrong here, but the skeleton is not matching up with my imported mesh. Going MH -> UE4, using T pose and Uengine settings, but my character ends up with a misaligned not T posed skeleton.
I’m doing what I believe are the correct steps.
Click on test skeleton to begin re-targeting and my skeleton looks like (pic related).
Can anyone provide insight into what I may be messing up here?
^^^ Please post Your solution.
I’m looking for MH’s UE skeleton rig as described in this thread. Latest nightly doesn’t include it. Above link is dead. (The whole makehuman.org/blog doesn’t seem to be working? redirects to /news, which has no archive beyond a 4/26/15).
Any suggestions?
You could try the “Game engine” skeleton. Looks like it’s just called different now but it’s that 53 bone skeleton without any twist or IK bones again.
Does scripting in Unreal Editor 4 is very difficult like in ue1?
Been working with that. Wasn’t sure it was the same one mentioned up thread. Sounds like they’re at least very similar?
I gave up on trying to get the default animations to work and rattled off a few custom ones. So far, animations that look good in blender do not look good in UE4. It seems to lose track of the clavicle bone positions. Shoulders end up squeezed.