Retargeting made easy in Unreal I The Ultimate Retargeting Guide

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Perfect for artists looking to bring their motion capture to life, learn how to transfer your Rokoko motion capture data into a pre-rigged character in Unreal Engine.

💡Additional resources

00:00 Intro
1:40 Exporting recorded mocap into UE
4:09 Downloading pre-rigged Mixamo character
5:04 Importing the Mixamo character into UE
6:55 Retargeting Rokoko mocap onto the Mixamo character using IK control rig
24:00 Editing of the mocap data in UE's Sequencer

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#ue5 #unrealengine #mocap
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The best tutorial! It was very helpful. thanks!

ABCaution
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But how can I retarget the face? I don't see any tutorials on that....just live stream

ChrisChris
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Why I can't import without skeleton? the import button is inactive in import dialogue till I choose the skeleton 6:27

moradizx
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Thanks for this tutorial Sam. You're awesome and an awesome teacher as well. !!

wolfwirestudios
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You guys made the video I've been needing thank you!!!

irvinestudios
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Where can I find a more up to date video with unreal 5.4 or 5.3?

christopherpoterson
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Thanks Sam! Exactly what I needed to get my character working in UE5

_matball
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Many of us dream of being able to do everything in Unreal. One DCC to rule them all ...at least to reduce dependencies. It would be great to see Unreal catch up to any outside tools to make that easier. It would also be good to understand what workflows from other tools can be transferable to a pure Unreal workflow. I'm still learning, but it certainly seems like the graphs or scripts in Unreal can extend options that are exposed by default. I'm particularly interested in how to do many of the things I'm used to from Maya and Motionbuilder HIK including "fixing" animation in the retargeting step, such as limiting lower limb rotations to one hing axis and puting those other rotation keys to upper limb or foot and hand to keep that original animation sillowette without breaking the rig/deformation with, for example, side to side or twisting from the elbows and knees.

the_artrobot
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can u give assurance rokoko does not use or access mocap data created in studio in any way?

noiseworks
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Incredibly helpful and very much appreciated.

PixelBokeh
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7:30 If you export from Rokoko using a Mixamo skeleton why do you have to retarget to a Mixamo skeleton? Don't they already have the same bone hierarchy?

FPChris
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I have some mocap files that I downloaded from rokoko's website but they only contain the mocap data and have no mesh attached to the fbx. This makes it impossible to import into unreal engine and every single time I import it. UE crashes. Anyone know any solutions for this problem?

asfersha
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Hello, I see you show this technology use in animation sequence, I want asked this skill is work in live link? Thank you.

wingng
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why arent these export settings in Rokoko Studio legacy?

Zgraphicz
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Will you need to add the retarget chains for every animation we import from rokoko?

Tech-isxy
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How would you do this with facial mocap too?

endvr
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So cool
hey I got question. I did some of mocap through Rokoko and import mocap data.
but I wanna edit some part with control rig in UE5. like make hand move further or change leg position little bit with mocap data.
Is there a way I can do that?
I can't find pipeline or tutorial for it.

wowersdh
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I tried exporting with no mesh and used the Unreal export toggle and it worked fine on the UE4 mannequin. Using 5.1. What's the reason for not doing this? Thanks.

Test-nyl
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when will the tutorial for metahumans be out? There is any guide or tutorial to follow that uses latest version of rokoko and unreal?

emanueleplicato
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Thanks for the tutorial! When do you expect the metahuman worflow tutorial to be online?

sergioleonmechelk