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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Bassline303 (6/6/2021)
Working on the "Antonia D Prime - Shoe Collection" for Meta Humans :D (poke thru will be pimped...still a lot to adjust)

Brilliant! Can't wait! :D
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Working on the "Antonia D Prime - Shoe Collection" for Meta Humans :D (poke thru will be pimped...still a lot to adjust)

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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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jasonweise (6/6/2021) Magic! thanks Bassline303, I am thinking the pose correcting of the shoulders down might help here. I actually didn't know that existed. I was starting to think I was going to have to change the retarget pose in UE4.
I will give this a go and see if it works for me. I didn't know that about the Metahumans, I really like them but they are sooo heavy, even with turning off strands. Could be those pose corrections running in the BP. Definitely would prefer CC3 if I can just get these shoulders looking a bit more natural.
Thanks again :)Jason, what does the character look like in CC3 and in Unity, do you see different shoulders vs Unreal?
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jasonweise
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jasonweise
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 8,
Visits: 133
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Magic! thanks Bassline303, I am thinking the pose correcting of the shoulders down might help here. I actually didn't know that existed. I was starting to think I was going to have to change the retarget pose in UE4.
I will give this a go and see if it works for me. I didn't know that about the Metahumans, I really like them but they are sooo heavy, even with turning off strands. Could be those pose corrections running in the BP. Definitely would prefer CC3 if I can just get these shoulders looking a bit more natural.
Thanks again :)
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toystorylab
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toystorylab
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 4.6K,
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Bassline303 (6/6/2021) @toy How is it going with your new "high end" PC ? :DYo, quite well, all smooth, big improvement to fps, works all way faster. :w00t:
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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haha , the Meta Humans have a lot of "pose morph corrections" as a BP. What you also can do is to offset the shoulders in CC3 before exporting , it always depends on which animation you want to retarget :
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jasonweise
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jasonweise
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 8,
Visits: 133
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Hey Bassline303 Here are two sample screenshots, I tried recursively setting everything to animation scaled as well and it didn't actually change anything at all. See how the shoulders look a bit too high and the under arms seem to be pulled in too close to the body (I think from the shoulders). Am I just being too fussy? I just know the Metahumans don't have this odd look so it is bugging me LOL. 
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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You are welcome :)
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jasonweise
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jasonweise
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 8,
Visits: 133
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Hey Bassline303
Thanks for such a speedy response. I will pop through a screenshot as soon as I get back in front of my UE4 PC. I had already been applying the UE4_A-Pose and ensuring it is the first frame in the export settings and also ensuring the TA0 setting is set on import. I hadn't tried animation scaled in the skeleton though, will give that a shot and report back again.
Once again, thanks for such an amazingly fast response :)
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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jasonweise (6/6/2021) Hi everyone
I am used to working in Unity but have started a project in Unreal (4.26.2) and have found the CC3 to Unreal workflow MUCH better than the Unity one (probably due to newer/better autosetup plugin) but I have noticed that when I retarget animations to CC3 characters, the shoulders look... well... not quite right. They seem to be pulled in too close and "maybe" a touch too high. It is mostly noticable with Idle animations and mid stride on walking and I am not saying it is all distorted, just they don't quite look right. As a test I retargeted a Metahuman to the same animations and they look great so it has to be something odd with the retargeting to CC3 characters.
I have kept everything standard and not played with any of the humaniod settings in the retargeting area, but is there maybe a known problem in this area that needs adjustment from the stock settings,
Thanks for any advice.Can you show a picture of your problem? In the Skeleton Tap , you can change to "animation scaled" ...looking for a tutorial....also when exporting from CC3 or IClone use the UE4 A_pose.
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