Import Rigs & Animations (MAYA to UNREAL)

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Here's how I import rigs and animations from Maya to Unreal in 3 minutes!!
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Exporting from Maya is a lot more straight forward, but just in case anyone needed this video, I wanted you guys to have the information available on deck :)

TheRoyalSkies
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15 years on the interwebz, never have I seen such a good straight to the point video. Absolutely beautiful

tonydani
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I wish every tutorial could be as good and quick as this one, thanks a lot bro!

Matthiasmartinez
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This was by far the best tutorial I've seen on youtube! Thank you so much!

ronrhee
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Dude you're a friggn hero for this.

supamontsta
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I love how quick the video is, but one thing I don't understand is how you selected each animation. Can you please share that

maychan
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It's amazing how smooth and quick I see tutorials go through this process and it never works this well for me. You make it look super easy, but I get constant errors. I have many questions....

stever
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My god and my dumb butt using alembics. Thank you

hub
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I can't check my Include Options for History, Constrains, etc. How does your FBX Exporter do that?

lisav.-test
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Hello I need help for exporting my animated model from Maya to Unreal Engine. After I export and edit the animated and rigged model from Maya to Marvelous Designer (to create and edit cloth), I exported from Marvelous to Maya, and the mesh comes out with some animation but there is no rigged objects or skeletion included. I exported this to Unreal Engine with fbx and alembic file, but when I did it, the alembic file came out with different scale of character and cloth. On the other hand, the fbx file came out with same scale but the animation didn't came out what it should be. The geometry cache and animation were both checked in import setting of Unreal Engine.

paullee
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the video started randomly in the background, i scared the shit out of me.
volume 100 : " SO YOU WANT TO EXPORT ANIMA.... "

MeownaMeow
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By the way - why is the world orientation (and when importing assets as well) showing that Y is the front facing axis? But opening a default 3rd person project makes the character face the X axis face front? In the same vein - why is the default character BP set to have forward using the X axis?

DoraKage
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Could you make one on joints in Maya to bones in unreal orientation problem

Luciferdelight
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bro what pluging is that ? with the hand controllers and all

vinsmokejambe
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Unreal engine doesn't seem to animate anything done from my IK system legs. The upper body animates correctly but the legs stay static, am I exporting incorrectly some how?

HeyItzScotch
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hello i need help i export mi animation to unreal but the character do the animation but dont move in to the space, its doing the animation in the place and dont walk, jump or nothing
please help

venomsnake_kh
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how do we merge seperated animations? like the weapon and character

omega
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do you teach how to rig on maya (fast) ?

sunny
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If I stumble along the way, can I contact you somehow to assist me in short, from what I can see will take a minute

DuxDrive
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Why not use Maya's game exporter to export skeletal mesh and animations? Far more control over your export settings with not so clustered ui.
And it's much more logical to use it if you have multiple animations in one maya file cause you can seperate your animations into different files by frames

pocato