Open Hmidi59 opened 1 month ago
Hi,
Apologies for the lack of documentation. This addon is for the development of functions with the purpose of possibly integrate them in the official FreeMoCap Blender addon. Proper documentation should be created for that official addon in the future. With that being said here are replies to your questions.
The Retargeting Animation function is totally experimental and it tries to copy the bone constraints as best as possible from the FreeMoCap armature to another target armature that you add to Blender. But as you are going to use a Metahuman it is recommended that you retarget your animation inside Unreal Engine using the retarget tool. Here is a video of the process but it is outdated because the retarget interface changed with recent UE versions: https://youtu.be/6uMnf5haVVY
The Add Armature function deletes the existing armatures in the scene. Don't know how you could use that to add multiple armatures to the same blender file. What I do is use separate blender files for each capture I make. That could be improved in future versions. I suggest that you try the different poses when adding, specially the "UE Metahuman Defualt" as it will named the bones equally as the Metahuman and will assign a rest pose very similar to the rest pose of the Metahuman so you won't need to adjust much the poses to match.
The Add Meshes function is intended only to add a basic mesh so the armature has a mesh and it can be imported into Unreal Engine. It just adds the Skelly Mesh. It is not intended to be used for animations unless you want to use the Skelly character. The idea is that you retarget the animation to the armature/mesh you want to use.
I might add that if you are using a recent version of UE like 5.3 or 5.4 you should use the Standard option in the FBX Export function.
And most important. For further assistance is best to join the FreeMoCap's Discord server, there is a Unreal channel where you could ask and people (including me) can reply.
Regards.
Hi,
First of all, thank you very much for your quick response to our previous issue! We've also followed your advice and joined the Discord server to stay updated and connect with the community.
We're currently facing a new issue when applying animations captured with FreeMoCap onto a MetaHuman in Unreal Engine. There appears to be a vertical offset that isn't visible in the preview. We've verified that the problem doesn't seem to come from the IK Retargeter or the Blender export.
We will attach a screenshot to illustrate the issue more clearly.
Thank you in advance for your help!
Best regards
Hi, it's hard to know the exact cause of the offset from that information. Better to post the question in Discord so it can be analyzed in detail, more people would be able to respond and also benefit from the posible solution.
Hello,
We are currently using the Freemocap Adapter for Blender to retarget animations from the FreeMotion software onto a MetaHuman armature and mesh. However, we’re encountering challenges due to a lack of documentation or tutorials that explain the functionality of the addon.
We would greatly appreciate it if you could provide detailed explanations on the following three functions:
Retargeting Animations: How exactly does the retargeting process work? Are there specific settings or configurations we should be aware of?
Add Armature: We’ve noticed that when we try to create a new armature in the scene, it erases the previous one. Is there a specific workflow to add multiple armatures for retargeting, or a setting that needs to be adjusted?
Add Meshes: What are the steps for adding meshes to the scene, and how do we ensure they are properly aligned with the armature?
Having clarity on these points would help us utilize the addon effectively and avoid issues during our workflow.
Thank you for your assistance!
Environment:
Blender version: 4.0.0 Freemocap Adapter version: 1.6.1 Looking forward to your guidance!