Side note there is no such thing as markerless MoCap even though you do not need the actor to be rigged with markers. What’s confusing between the video tutorial and what you want to do is the video is based on the use of cluster or markers that directly drives the rotation and movements of the camera and does not use blend shapes. You can if you don’t have the device driver build your own but a bit to complicated to explain in a single post. MotionBuilder is a motion capture front end application that you can attach devices to as supplied by the device manufacture through the use of a constraint system. I will try this and update this thread in case of any complications. just saw the unreal answers forum post link you posted. Won’t this replace my already created skeletal mesh in UE4? I know where my problem is now:ġ- i have a skeletal mesh with morph targets in UE4 workingĢ- i have a body animation in maya with blendshapes animations for the faceģ- if i export the body animation with the facial animation it means i am exporting another skeletal mesh. yes the blendshapes test works with me too. Make sure you have a skeletal mesh (which you do), once you have keyframed morph animation export the FBX and then all of the morphs/blendhapes should come in if you tick ‘Import Morphs’ and ‘Import Animation’ (I just tested this with C4D and it worked perfectly)
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