Hey guys!
I'm loving KineFX so far. TONS of potential over humanIK in maya /motionbuilder.
I've noticed a pretty big problem however that I wonder if anyone else has run into. When doing retargetting from one rig to another, KineFX will add a scale value to all the joints in the rig. I see it when I import the fbx back into maya.
this is the Metahuman rig from Epic's .. Metahumans
So okay I use KineFX's awesome retargeting workflow (love the UI)
So far I'm in love. I'd kill for a way to force a rig into a t pose (through your wise magic) but okay im hooked.
HOWEVER.. I noticed the retargetting looked weird back in unreal. Far different than it looked in Houdini.
I found out when I re-imported into maya. It seems to have applied a small scale to every joint. I really just followed the video tutorial from SideFX on retargetting and am doing nothing custom or crazy. Atleast I figured it out. Do you guys know why this might be happening?
Until then its back to maya but again, AMAZING potential here guys! Great work!
KineFX adds scale to rig after retarget
2984 2 0- mradfo21
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- tamte
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one potential cause may be Rig Match Pose
Rig Match Pose by default applies any potential transform to first input skeleton (target) which can be source of your scale
this transform comes from Match Size section from Enable Match Bounds and or additional transform parms
so either change Apply Transform to Source Skeleton
or alternatively disable Match Bounds as well as don't use any scaling values in those transform parms
Rig Match Pose by default applies any potential transform to first input skeleton (target) which can be source of your scale
this transform comes from Match Size section from Enable Match Bounds and or additional transform parms
so either change Apply Transform to Source Skeleton
or alternatively disable Match Bounds as well as don't use any scaling values in those transform parms
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- mradfo21
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