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PostPosted: Fri Oct 16, 2015 5:03 pm 

Joined: Fri Oct 16, 2015 4:47 pm
Posts: 1
Sorry in advance for this probably stupid noob question...

I got this software in order to make some mocaps for my Unreal Engine 4 game, and while testing it I've ran into a problem.
I did a test capture and imported some character model (with a root bone at 0,0,0) into the mocap studio, and set the motion capture profile. It looked pretty good. I exported the animation, but then when I imported it into Unreal it looked like this:

Image

The animation worked well but it was below the ground, and when I raised it in maya it was really wonky and the legs were in the air when the model moved. I've found somewhere online that I should set the hip bone in the motion transfer profile to my character's root bone, and so I did. It seemed that it got fixed.

Image

But then I've ran into another problem. If I want to enable root motion in the engine, the root bone doesn't anymore as expected, I think, but the hip bones do not move either, because I have set the root bone as the hip bone, right? This is how it looks like:

Image

(This is a different frame, but it highlights my problem the most so I that's what I put)

I know this might be a very stupid question, but I have not found the answer to this online, probably because I do not know the specific word for what I want to do.
Thank you very much.


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PostPosted: Fri Oct 23, 2015 10:50 pm 
iPi Soft

Joined: Thu Apr 09, 2009 6:44 am
Posts: 203
This looks more like Unreal-specific problem. In our built-in model hip bone is root bone. When you do motion transfer, tracked motion is applied to hip (and root). So the model is moving as the actor moved. And as I understand, all looks fine unless you want to change this motion using UDK-specific tools. /You get problems because hip and root bones are not the same.

iPi Soft is a tool for motion capture, and we cannot handle all possible types of motion transfers. I can recommend first to address this question to UDK tech support (maybe there's a way to handle this). Alternatively, you may need to use specialized tools for motion transfer like Motion Builder.

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iPi Soft


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PostPosted: Mon Oct 26, 2015 4:04 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

Use this resource documentation link, or other resources in the left menu about animations in UE4.

https://docs.unrealengine.com/latest/IN ... index.html

Hope this explains what you need.

In order to use Root Motion inside UE4, you will probably need to lock the Root (Y) translation of the mocap animation in another 3D editor first, differences in doing this depending on the 3D editing program used.

Several tutorials on YouTube for some 3D editors.

...


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