![]() ![]() You can explore chapter 6 ‘Adding Motion Capture with DeepMotion’ to learn more about using AI motion capture to breathe life into your MetaHuman characters. Showcased in its own chapter, DeepMotion offers a complimentary tool for Unreal Engine creators, specializing in creating realistic animations for virtual characters. You should see the movement from inside Rokoko Studio be forwarded to your Metahuman in Unreal Engine 5.In the new book ‘Reimagining Characters with Unreal Engine’s MetaHuman Creator’ author, and 22-year film and TV industry veteran, Brian Rossney dives into using Unreal Engine 5 and MetaHuman Creator from a filmmaker’s angle. Then, select the Face data in “ ARKit Face Subj” in Details panel.įor the body, the live link data should remain as None. If you have already added it, there is nothing wrong and you can continue.įor Face Capture, click on the Metahuman inside the editor This basically replaces the need for the Rokoko Receiver in Step 27. In our case, it's 127.0.0.1:14045, then click "Studio" as shown by the arrow. If you are using UE 5.2 and later, you will need to type the IP and port found in the Rokoko Studio plugin window. The port should be enabled and the same as the Rokoko Receiver port inside Unreal.Ĭlick on Activate next to the Unreal icon inside Studio.īack in Unreal, select Windows -> Virtual Production -> Live Link.Ĭlick on Source -> Rokoko Studio Source -> Studio In Studio, click on Livestream and on the cogwheel next to the Unreal icon. Omit this step if you are using a version later than 5.1įind the Rokoko Receiver Actor and drag it in the scene, by clicking on the top “ Quickly add to the project”. Set the “ Rokoko Actor Name” as the Actor Name inside Studio and connect the wires to the nodes. Compile, save and exit the Animation Blueprint.īack to the Metahuman Blueprint, click on the “ Body” on top left and make sure that the Metahuman uses this Animation Blueprint.ĭrag a pin and select “ Get Anim Instance”ĭrag a pin and select “ Cast to” and the Animation Blueprint you modified in previous steps.Note: “Rokoko Actor Name“ should be set as None. The “ Local to Component” nodes get created automatically.ĭrag a pin from “Rokoko Actor Name” and select “ Promote to variable”.ĭrag a pin from “Retarget Asset” and select “ Promote to variable”, as well.Ĭlick on the “Retarget Asset” node and in Default Value, select the “character_boneMap” asset that was included in the Rokoko folder. Then, connect it between “ Control Rig” and the next node. ![]() Right click on the Anim Graph and create the “ Rokoko Body Pose” node.Then, click on the Animation Blueprint of this mesh on top-right:Ĭlick on the “ Control Rig” node and in the Details in “ Control Rig Class”, select the Rokoko_Metahuman_T_Pose that was included in the Rokoko folder.Ĭompile the Animation Blueprint and the Metahuman should be on T-Pose. This should open the Skeletal Mesh of the Metahuman. ![]() It is usually located in All->Content->Metahumans-> MetahumanName named as Metahuman_BPĬlick on the “ Body” on top-left and double-click the “ Skeletal Mesh Asset” box in Details (right).
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