Update to my Audio Anim Sync plugin for @UnrealEngine, now you can add a skeletal mesh reference, so that then you can export:
- Audio
- Facial Animation
- Body Animation
All in sync and ready to be used in game
https://t.co/zPCuT6tcSo
#techanimation#python#unrealengine
Bit of batch processing in @cascadeur3d:
- Import FBX mocap animation
- Apply Unbake
- Apply Go To Origin
- Export FBX
Really curious to see how much further Cascadeur can be pushed to batch process mocap cleanup.
#cascadeur#python#motioncapture
TechAnim Audio Anim Sync @UnrealEngine plugin released on FAB!
It allows in engine authoring of facial animation and audio using Sequencer + Export game ready synched anim sequence + wave audio asset.
https://t.co/zPCuT6tcSo
#techanim#sequencer#unrealengine
Still processing MetaHuman facial captures one take at a time in @UnrealEngine?
Create MH Performance -> Configure -> Process -> Export
Repeat…
Again. And again.
MetaHuman Toolkit:
Select inputs -> Run -> Done
Process 2, 50, or 200 takes. One Click.
https://t.co/JyVCB6tUgE
Been doing a lot of facial mocap lately, so I wrote a Python script to automate MetaHuman Performance processing in @UnrealEngine to:
- Create MH performances per take
- Export gameplay-ready facial animation
- Generate Maya-ready FBXs for the MetaHuman facial rig.
@NikTek A lot of execs are having their mind blown after seeing this, and you bet that there’s going to be a lot of funding for whoever is going to use this tech forward, simply because it will speed up the development process…and a lot of studios are going to get burned as usual…
Experimenting with Python in @UnrealEngine I made a script that extract root motion and other useful info ( max distance, anim length ) to be used with the Apply Root Motion within the Gameplay Ability
#UnrealEngine#technicalanimation#python
@kiaran_ritchie They really made huge steps recently.
I’ll wait for the pricing model to lower a bit, right now it’s kind of bad, as some companies allow you to process minutes per month, which is kind of ridiculous.
But this tech will definitively replace inertial suits in short time
@GorkaGames Very doibtful about hundreds of millions of players, but integrated AI tools to speed development is actually something to look forward to, hopefully dev cost will make teams more efficient and less prone to crunch.
@sailingfox1 Looks great! I notice that at the beginning of the video ( where it goes from ADS to no ADS ) that the right arm disappear for a couple of frames, are you using two different Aimoffsets when switching fro ADS to noADS?