Tutorial: Authoring Secondary Animation in Maya and Unreal with Pose Driver Connect

@ChrisTheodosius Something I did realize is that when mirroring, the poses do not get rename for L/R even using the Metahuman file and the metahuman config file, its still happens

Hi @CA_Dont-Nod,

Thanks for raising this! The pose names not being mirrored is a known issue and is currently on the backlog.

The sentence may not be smooth because it used a translator. Please excuse me.

When I export, FBX is not exported, only json is exported.
I’ve given a route, I’m using Maya version 2024.2, and PoseWrangler is version 2.4.0

Hi @hye8310,

Are you exporting from the File > Export Selected Drivers menu or using the Export button on the right hand side under Pose Exporter?

If you export using the File menu, only the json file will be exported.
To export FBX files, use the Export button under Pose Exporter.

Hope this helps!

Hi @ChrisTheodosius,
Thank you for your answer.
But I exported it through the export button of Pose Exporter.
Is there something I missed?

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Do you see any errors in the script editor?

The export button should run multiple copies of Mayapy to generate the FBXs, if no FBXs are being created then there is likely a problem trying to run Mayapy

Thank you for your quick response.

Multiple Mayapy run during export and no error message appears in Maya Script Editor after completion.

@ChrisTheodosius Thanks for creating such a great tool. We’ve been using it and running into some issues because our animations needs force x-axis front enabled. This results in the pose driver firing poses other than the default when the character is at bind pose.

Is this something you’ve encountered, or could this just be an issue local to us?

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I have also encountered this problem with you. Has it been resolved?

Sorry for the delayed response - this looks like you might have clashing versions between the version that was released on the marketplace and the version that comes with Quixel Bridge.

Under that MSLiveLink folder, can you open up the DHI folder and if you see pose_wrangler can you try deleting it and then re-running the export?

Hi @trutter_d9,

I’ve not come across that, do you have any repro steps I can follow to debug it?

Hi Chris, thanks for the tutorial. Ive successfully sent PDs from the f_tal_nrw_body_rig.ma Maya scene.

Ive found the Control Rig (which comes with the Quixel imported MH,PP animbp) is also responsible for much of the MH/s body deformation.


It rotates the Corrective Root bones, and controls the limb’s twisitng position (via Twist Blend values)

It’s effect is also present in the Maya scene, but where can i find this node?

Also, Ive tested PDs which drive Curves/ Morph Targets
It seems that the Curves only activate after changing the MH’s Skel Retargeting mode to from Anim to Skel

With the default MH Skel, the Morph Targets dont fire, despite the PD showing the target pose is activated (red).

On the other hand, using this modified Skel messes up the Corr Poses, since the Corr Joints now only rotate, dont translate.

I hope you can give me some advice regarding these matters.
Thank you!

Hello,I am not a python coder by any means but after some deep dive into Pose Wrangler code, I have made a small adjustment to make the mirror function work with the mirrored pose’s name.
Hope it will help everybody speed up the RBF process.
All you need to do is modifying that exact code at line 1001 in the “api.py” located in “C:\Users(Your-User-Name)\Documents\maya\modules\PoseDriverConnect\python\epic_pose_wrangler\v2\model\api.py”

Is 2.4.0 still available somewhere? GitHub says it was moved to Marketplace but I was only able to get 2.0 from it.

Hey, thanks so much for this

Could you upload the api file?
Ive tried copying from your image, but got an error…

Thanks!

Hi @neeek

We don’t have a matching node for the swing twist in Maya, this setup is handled using rigging techniques in Maya. You can find these under the rig_setup_GRP with the twistSetupts_grp for twist and poseMasterSetup_grp for the swing.

As for the curve/morph target approach you don’t need to change the skeleton retargeting mode for this to work. You need to ensure that the pose driver runs before any corrective blendshape pass and use a setup similar to the one outlined earlier in this thread here.

Hope this helps!

Hi @ppouliot,

If you are only able to see 2.0.0 it is likely that you also have it installed via Bridge, if you navigate to where the Bridge Maya plugin has been installed you can open up the MSLiveLink > DHI and if you see pose_wrangler you can delete it. Try rerunning Maya after that and you should see 2.4.0.

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Got it working. After deleting MSLiveLink\HDI\epic_pose_wrangler folder, I copied at the same location the one extracted in maya\modules\PoseDriverConnect\PoseDriverConnect\python\epic_pose_wrangler

Thanks!

OMG! Thank you! Ever since the UE5 mannequin was out, this whole corrective pose thing has been a huge mystery to me of how to author it from scratch.

I’m also hoping to just export the unreal mannequin back to maya and rig it for animation in maya. It’s all done. I’m just trying to figure out how to make maya run these poses now. Hopefully I can export all those poses out of unreal and set this up back in maya.