![]() Twisted fingers because of hand skeleton wrong mapping in Maya I accidentally mis-mapped some of the hand bones (image below), which caused my character’s fingers to look completely broken, but other than that, the tutorial got me what I needed. This process involves creating a control rig for the downloaded Mixamo character, whose bone mapping needs to 100% match the control rig of the exported Daz character. ![]() I found a Youtube tutorial which explains how to use Maya as a bridge, in order to apply an animation downloaded from Mixamo to a custom Maya character – which in my case was a Daz character, transferred to Maya using the Daz to Maya bridge. Bringing an FBX file exported from Daz into the Mixamo web interface doesn’t work properly (conversion fails, for some reason…,) so I had to look for alternatives. My personal learning goal for this week however has been figuring out how to bring an avatar created in Daz Studio into Unreal, and applying a Mixamo animation to it. The Unreal concepts are clear to me so far, I’m finally starting to feel a little bit of control over the software. I became familiar with this type of mesh last semester, through work I did for Synthetic Architectures and for my Live Image Processing & Performance final project. Skeletal Mesh running around in my environmentįor this week’s assignment, I revisited my understanding of skeletal meshes and working with them in Unreal Engine, through Matt’s tutorials.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |