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

Thanks! Youre awesome!

Hello, I have an inquiry. I am unable to locate the “MSLiveLink\HDI\epic_pose_wrangler” directory. Could you kindly provide me with its exact location?

Thanks for the reply!

Another issue is a slight Offset to Corr Joints when Mirroring PDs in Maya
The moment I hit mirror, the Corr Jnts all get a slight translation offset, that is present in all poses (including default poses).

Ive tested this on various MHs scenes (Full Rig.mb and body rig.ma) (Chandra and Amelia, etc)
(L to R, R to L)

Does anyone else face this issue? Or is something to do with my Maya scenes?

I have many poses, so manually mirroing each would be very tedious.

Thanks for any advice!

Thanks for the tutorial, but unfortunately, hardly anyone can or wants to rent Maya for € 291/month just to create proper animations. How does it work with Blender?

Hi Chris,

I’m hoping you’re still active on this thread :crossed_fingers:

Considering pose drivers used by metahuman, why in UE 5.5 is it still classed as Experimental? It has not changed status since UE 4.27

I’m making the assumption that it is used in production a fair bit, so what specifically is the caution meant to flag?

Many thanks