Animation Retargeting System - Biped or CAT into UE4

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This is a basic tutorial showing how to retarget biped or CAT animations into Unreal Engine 4.

Software:
-3ds Max 2013 or above
-UE4

Topics:

-Transfering animations between Biped to CAT
-Repose
-Export/Import mesh + skeleton + animations
-Create Rig/Retarget Manager
-Transfer Retarget Animation into Epic Skeleton

Ask if you got any doubt. Comment if you have suggestions.
Комментарии
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You only know how lonely you are in the universe when you come across a gem instructional like this one that just tells you exactly what you need to know.  So good I watched it twice before going to do just this with a new game character.

tehfn
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I Love When People Show The tutorials to the point <3

UnrealArtist
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I've been working at this all day trying to solve the problem of using mocap data rigged to different skeletons. Was about to give up and call it a fail.
Then I found this. =)
Thanks man! =D

SaiNarayan_
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Very good job the problem For those not mastery not 3ds max your tutorial is incomprehensible

TINLIVECAM
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Bruno, this seriously help me out! You da man ;)

KITATUS
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Excellent! Really helpfull and not too long! Big thanks for that.

YansRiegel
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When I export an animated biped (not cat) to fbx, and check animation/baking/etc, it doesn't export animation. It never did for me. What should I do? Even datasmith has this problem, animation is just ignored in the export. Thanks for helping.

bridge
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I have bip animations and some characters in 3ds max, animations on those characters works perfectly inside of 3ds max, what would be the process if we do not want to use CAT? we already have spesific characters. and i want all the animations and the characters to import inside of ue4.

UnrealArtist
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you're the best, thanks for the tutorial

OMGDmax
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Hi. Is there a way to use biped with twist bones in UE? I can't make it work and I don't have enough animation skills to work with custom rig.

dimwalker
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When stricly following got a problem in UE4 with animation acting weird. I suppose it is mostly due to the new skeleton used in UE4 (currently using 4.14).

If you could make a tutorial about how you set up the basehuman CAT rig, I'll love that :)

noeperard
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Hi, do you know why is the character "floating" in the air in persona? I am currently using biped and the BIP 1 is touching the ground but feet won´t touch the ground.
Sorry for my English.
Thanks

gastonlifschitz
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Thanks Bruno, I really appreciate this, i was just thinking of playing around with CAT and the UE4 default skeleton a bit (I'm using a character pack from the marketplace that uses the default skeleton). The animation you used from the biped seems like it was rotated 90 degrees from the default. Where would be the best place to fix that? in 3DSMax or in unreal engine?

zoombapup
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Hi Bruno! First of all I want to thank you for such a trully epic tutorial! 

And i have a question! 

This technique will work on a scheme like this:
For example
1)I have Extracted from a game Mesh 01 with bones 01 and one animation 01
2)I have extracted  from a game Mesh 02 with bones 02 and no animation

No rigging on both

Can I take the animation from mesh 01 and apply it to mesh 02 if the bones are slightly different?

alexandersalazar
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Hi, I'm using 3ds max 2016 ! I have crash report when I try to export Skeleton From 3ds max . Please Help me to fix it . It try to make some animation for my project

ProceduralWorldLab
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creath new tutorial for bones please how change bones not bug in 3d max

luizmatheus
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Can someone resave file for older version of max 2012.
Thank You

RaPtOr
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Hi, can you make example in Maya same as is..Thanks :)

khris
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you have maya, why you don't use A.R.T?

FrancoFrames
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it's a shame Epic won't make A.R.T for 3ds max...

KrzysztofKotarba