This is brilliant! Thank you very much for the add on and the tutorial! I've been having so much problems with the whole A-pose /vs Tpose thing that I've abandoned projects which I can now revive! Again, thanks!
@RomboutVersluijs
2 жыл бұрын
You still need to correct those, if the source is in T-pose then your target also needs to be in T-pose otherwise you get those weird looking arms. Setting it in Tpose is super easy
@caturindrasukmana7673
Жыл бұрын
I'm looking for retargeting from Mixamo to Ready Player Me character. I think this is the best solution ever. Thanks dude!!!
@BlueSpinachPackage
Жыл бұрын
Your are a true master, have no idea how helpful this video was, I'm trying to retarget Nvidia Omniverse Machinima rig to a Mixamo rig, the skeleton from Ominiverse Machinima is a mess, they many bones for flexibility, and this cause so mush problem to retarget, recommend you take a look, more people is gonna need it.
@mr.alsaracen173
2 жыл бұрын
after long time search for retargeting tutorial, finally i get it, thank for creator
@mediamayastudio7272
3 жыл бұрын
This video deserves more likes !! Beside the awesome script tool , your knowledge you`re share here is Beyond AMAZING and useful ! This one deserved to be saved if someday worldwide internet crashed
@JC-ph6he
Ай бұрын
Works very well! Thank you and I have a question. I use a linked model.(for teams) I imported the txt file into my rig (linked characters doing library override>make>selected&content) but it doesn't apply. I can't find a tutorial about this anywhere. Please help
@yrop6188
3 жыл бұрын
the legend addon had been released omfg, thanks, i wanted reusing source engine characters animation on other characters
@salomon5702
Жыл бұрын
THIS IS AWESOME!!! THANKS CGVIRUS!!!
@SlurmsMcKenzie-gn7ux
6 ай бұрын
This has been great but I have one question. Most bones retarget perfectly except for the leg bones. Would there be a reason my arms, spine, neck bones all retarget well but my leg bones don't? I believe the rig is made in Daz. Thanks in advance
@ICEknightnine
5 ай бұрын
This is a much better method for importing into Godot since it doesn't require you create distinct animations for the target armature, cutting down on the number of animations you need to import and allowing animations to share the same names across armatures.
@BrianLife
Жыл бұрын
Thats amazing! Thanks so much! So how do you bake or commit to the animation? Do I just do a selections, and transfer by Control L, copy animation data?
@AlexisRivera3D
6 ай бұрын
Thanks for your help, it worked great!
@99Kap
2 жыл бұрын
omg you're incredible i love you!! you just cut weeks off of development time for me.
@3dandme777
10 ай бұрын
This is an awesome tutorial. Thank you so very much.
@OnlyJ001
8 ай бұрын
SIR KNIDLY HELP ME...AFTER RETARGETING MUSCLE BONES THE DIRECTION OF BOTH FILES ARE DIFFRENT OF ONE HAND AND ONE LEG ALWAYS...WHAT COULD BE THE ISSUE ?
@MarburyIntermedia
3 жыл бұрын
This is great. The time it will save is priceless. Thank you.
@ZBEARRockN
2 жыл бұрын
You cgvirus are legend for retargeters like me. 12000% thanks.
@thugpics
8 ай бұрын
I have had a problem where by mixamo can't rig my character so I use actor core which provides multiple bones which makes the retargetting sooo hard since the bones from actor core are different from mixamo bone sets . So will the addon help solve the solution
@RodneySun
Жыл бұрын
Love you so much!
@thb23
Жыл бұрын
t rest pose character for rokoko retargeting please help me ,,,,,human gen 3 character defult a pose rest pose how to change a pose to t rest pose
@HARDstone3d
3 жыл бұрын
Handy addon. Before I did it all manually with constraints) But I have one question. Is there any way to not corrupt your target skeleton by setting rest pose from source? I have some animations on my skeleton but when I set rest pose in your addon from source skeleton - all my existing animations now is invalid due changed rolls and positions. So addon can help only with one unique source skeleton, but when I want retarget from another custom skeleton where bone's rolls and position is different - it's impossible for now.
@cgvirus
3 жыл бұрын
Hi, should not be possible to mix different rolls. As in mocap production all the data is captured based on rolls. In this case production needs to be settled with which mocap target it will use. Then custom animation can be done in source.
@RomboutVersluijs
2 жыл бұрын
@@cgvirus What if he adds and empty or 2 bones as extra which can fix that and can be turned on and off. Wouldnt he be able to correct it that way and use it for both? Only solution otherwise would be make a second character with that other pose i guess
@Lu1g1fire
2 жыл бұрын
thank you so much, you saved my life man!
@vox_seven
2 жыл бұрын
wooow thanks,, u make it simple...
@800pieds
2 жыл бұрын
This looks like a brilliant addon. The menu thing is maybe not as convenient as an entry in the toolbar. Other than that I can wait to use it. "Standard" retargetings could be shared, right? Like Mixamo to Rigify, BVH to Mixamo or Rigify, etc. Maybe they can be bundled?
@BrianLife
Жыл бұрын
Hi Please reply. If I uncheck Automatic Bone Orientation, the rig comes in with the Legs facing sky. all distorted. When I Check On, Automatic Bone Orientation, it comes in correctly. Can you tell me why you un-Check it and How your pose come sin correctly?
@cgvirus
Жыл бұрын
sure, some rigs are made in other apps like Maya where Y axis is up. Blender is Z Up. If the rig comes correctly by checking auto, then one should do it. It is about the "Difference of Right Handed and Left Handed Coordinate Systems"
@Kim-uu8fc
2 жыл бұрын
When ever I target the root - The targetted model suddenly rotates forward on the X axis by 90 degrees.
@jordantessier25
2 жыл бұрын
yep same. applied transforms exactly as the video says and it doesn't work at all
@Kim-uu8fc
2 жыл бұрын
@@jordantessier25 It is worth experimenting. I had far better results when I only retargetted the muscle bones. Retarget root seems to cause most of the problems.
@jordantessier25
2 жыл бұрын
@@Kim-uu8fc good to know. I ended up just using the rokoko retargeting tool and it worked like A charm
@samirabhattacharya2498
5 ай бұрын
So basically when I retarget my source armature to the target armature, the spine of the target armature flips and twists in all possible directions? Is this a rigify problem?
@cgvirus
5 ай бұрын
Hard to tell. There are many things that can go wrong as rig varies. You can send me an example in github. Then I can inspect. Probably something is locked or has animation data.
@naoremedisonsingh6035
2 жыл бұрын
when i import the by selecting the "automatic bone orientation " and unchecking "Manual orientation", Use pre/ post animation ; the fbx i is imported in a wierd way. please help!! (im using blender 2.92)
@victoramona9190
2 жыл бұрын
Did you fix this? i am having same issue
@mackerel987
2 жыл бұрын
Hello Mr. Fahad . I have reported an issue on your github regarding bone orientation problems while retargeting. Kindly look into it. Thank you.
@cgvirus
2 жыл бұрын
Should be solved. Thanks.
@mackerel987
2 жыл бұрын
@@cgvirus thank you
@drfelipe4943
Жыл бұрын
this is incredible!!!!
@1313arunkumar
2 жыл бұрын
13:18 அவ்ளோதான் 😀😀👌
@Yuwahhh
2 жыл бұрын
Can I use it for competition purposes?
@ICEknightnine
5 ай бұрын
All my bones already have the same names, Can you add an auto retarget for the selected bones on the source armature?
@cgvirus
5 ай бұрын
Hi create a preset and apply it. It is much more straight forward. Anything auto means it will be error prone since all rigs vary a lot.
@ICEknightnine
5 ай бұрын
@@cgvirus Depending on how many bones your rig has this can be a hassle. You could add a function which couples bones by name similarity. look at Mwni's retargeting addon (also written in python) and see if you can't copy some of the methods from his code if you see the appeal of adding similar functionality. I moved to your addon because his required that I create new actions for each animation on the target armature for it to show up in Godot.
@parkerbobby808
2 жыл бұрын
Hate off to ya, bro!. That's a hell of a tool.. thanks!.
@Yuwahhh
2 жыл бұрын
Excuse me sir, can I still use this add on? now
@MrReactric
2 жыл бұрын
exellent technique. thnx
@frisbeeproduction8030
2 жыл бұрын
thank you brother, god bless you
@paullorosa_
2 жыл бұрын
Wau! thank you!
@ivailoburov1295
2 жыл бұрын
As far as I can see from the video, fingers retargering is missing except for DAZ as in Retarget BVH, which makes this good plugin useless for me.
@cgvirus
2 жыл бұрын
Hi can you send a sample for experiment in Github? Will see. Thanks.
@RomboutVersluijs
2 жыл бұрын
Not sure about that new rest pose function, Blender his this function already. If you go in pose mode adjust it to Tpose then check menu > Pose > Apply > Apply pose as rest pose. Hope you didnt had todo to much wok adding that or perhaps you simply copied the same operator to your addon.
@cgvirus
2 жыл бұрын
Try with multi object. e.g: Shirt + Body.
@cgvirus
2 жыл бұрын
Hi, I have updated the rest pose function with blend shape today. Can you verify if it's working with blend shape objects as well? thanks!
@viniguerrero
2 жыл бұрын
Could this be used to retarget Unreal's Manequinn Skeleton to Rigify?
@徐国智
Жыл бұрын
same question for me
@ThiagoLionheart
3 жыл бұрын
Thank you very much 👏
@notahuman-r4j
Жыл бұрын
DOES IT WORK WITH IK
@RomboutVersluijs
2 жыл бұрын
PS we can clear multiple constraints at once, why not make this same for add muscle constraint? i guess thats still to hard to figuer out for finding the correct bones i guess. Would be nice! useing what Rokoko has make 2 lists, left is the source and then you fill the target bones on the right
@cgvirus
2 жыл бұрын
User needs to be attentive enough not to select random stuff while linking. It should be a circular control flow.
@Yaivan8
Жыл бұрын
THNAK YOUY
@thoughtexperimentsbybk1830
2 жыл бұрын
thanks sir
@RomboutVersluijs
2 жыл бұрын
I tested your new operator, but i still see issues. When i checked the model from your colab repo. If i run you restpose function the figure show its arms in an X. Then i see the rig has still a Tpose. If then use blenders apply new rest pose. I see it partly works. THe separate parts are still floating in midair Ow now i see, Blenders internal version doesnt apply the modifiers. However i see your function doesnt apply the new pose to the rig neither?! When i first run your operator, then Blender apply new rest pose, it partly works. i still see separate objects floating and they did not get the pose applied
@RomboutVersluijs
2 жыл бұрын
okay i ran a check, you operator doesnt work in bl291, i added a print operator, i noticed it stops after the first loop. Your test file in that repo also shows an error in that file in bl291 'bpy_prop_collection' object has no attribute 'active'
@cgvirus
2 жыл бұрын
Hi, should be solved now. Download the addon again. Remove the installed addon. Restart Blender and install the addon again.
@RomboutVersluijs
2 жыл бұрын
@@cgvirus will check it! You never do check on lower versions? It's kinda weird these days perhaps,blender progresses to fast for addon devs it's to hard to keep up. I already see folks posting bugs for 3.0 while it's not even released yet?!?
@ubuntu8908
Жыл бұрын
How about GENERATED Rigify rig? Is it possible to retarget it? Three last layers (in object data properties) looks ok, but in pose-mode nothing happening when rotating bones etc. I have animal (wolf) rig in rigify and source rig is "GLTF_created_0". Thanks You for this FREE addon!🤲
@RomboutVersluijs
2 жыл бұрын
Wonder if this could be automated more. I guess if you manually target the root, then everything else could be done autmated right?
@cgvirus
2 жыл бұрын
Hi, In our setup it would be limiting. As we merge many cross rigs. Rather making a preset for necessary rig and use them for lifetime is more convenient and less buggy IMHO.
@RomboutVersluijs
2 жыл бұрын
@@cgvirus Well you mainly target deformation igs ight? So why not traverse over all bones, then use some list of possible presets so it could automate parts. Think the Rokoko method works like this
@cgvirus
2 жыл бұрын
@@RomboutVersluijs Yes it is already can be done. Anyone can make that preset and apply it to see if it fits to the other rigs as well. Just the name needs to be right. eg: Mixamo done with rigify preset. With that preset Mixamo and Daz similar names will be connected. Minus some bones which doesn't have the name in the preset will not. Although explicit is always better than implicit IMHO.
@RomboutVersluijs
2 жыл бұрын
@@cgvirus Perhaps it better, its more work, but also keep the code simpler.
@NEWART_
3 жыл бұрын
great job
@dnol6408
3 жыл бұрын
Doesn't this addon work unless Bone name is English? The ' rest position with object' function is not working correctly.
@dnol6408
3 жыл бұрын
set rest pose with objects
@cgvirus
3 жыл бұрын
Hi, I have not tried with other languages. For Rest pose if you can report a bug in Github with example, I will look into it in free time. Thanks.
@cgvirus
2 жыл бұрын
Hi, should be solved now. Download the addon again. Remove the installed addon. Restart Blender and install the addon again.
@kwadwoamissah6622
2 жыл бұрын
can you help pls, when I try to retarget mb lab character it messes up
@cgvirus
2 жыл бұрын
Hi, can you send an example in Github issue? Thanks.
@RoN43wwq
3 жыл бұрын
great
@alexanderreed1071
9 ай бұрын
Root bone explanation expantion.. rootbones are bones that are not the child of any other bone
@muhammadhashim5722
2 жыл бұрын
does any guy have the export issue?
@BOSSposes
2 жыл бұрын
Sure use rigify boom there you go rigg ruined no face bones
@aliakdogan9426
2 жыл бұрын
Please any one have an idea how to solve the bone axis orientation problem between source and target armatures
@cgvirus
2 жыл бұрын
Hi, can you send an example in Github issue? Thanks.
@BrianLife
Жыл бұрын
@@cgvirus Can you post the Answers here, instead of making it private. Im trying to gain knowledge of fixes. too.
@cgvirus
Жыл бұрын
@@BrianLife Hi, haven't get any reply yet. If you can send me an example in Github issue tracker, I can analyze it. thanks!
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