Original Discord Post by budlong | 2024-01-16 01:58:09
it looks like the convai default animations are scaling up my MH character a significant amount. It’s very obvious when i use my custom animations.
Is there a fix for this?
Cheers!
g
Hi <@989648375492259890> <@208679220287635456>, this has to do with retargetting animations, basically the mocap animations Convai has is made for a different size of the MetaHuman skeleton mesh (There are 9 types of MetaHuman sizes), one quick workaround is to open the MetaHuman base skeleton and show retargeting options (image 1) then right click on the Pelvis bone and select Recursively Set Translation Retargeting Skeleton. Please let us know if this solves the animation scaling.
cc: <@808164597050638367> for proper guide and docs
Instead of the pelvis. However you will need to reimport the metahuman skeleton and do the operation again but this time on the spine_01, if you have any other project available with a Metahuman in it the copy then unedited MetaHuman skeleton from that project and replace the one in your current project
Reply by freezfast | 2024-01-16 18:59:18
Instead of the pelvis. However you will need to reimport the metahuman skeleton and do the operation again but this time on the spine_01, if you have any other project available with a Metahuman in it the copy then unedited MetaHuman skeleton from that project and replace the one in your current project
Reply by chaolice | 2024-01-16 19:29:07
I’m not sure I understood the step where you mention importing the skeleton again
i ended up retargeting all of the convai anims from the convai med male to my med female skeleton. … then replacing the entire motions and motions2 folders in the plugin folder with these updated anims.
Reply by budlong | 2024-01-16 23:06:39
i ended up retargeting all of the convai anims from the convai med male to my med female skeleton. … then replacing the entire motions and motions2 folders in the plugin folder with these updated anims.
Reply by freezfast | 2024-01-17 00:28:47
It is tricky to get one animation to work with all MetaHuman skeletons, we’re working towards creating a more detailed guide to fix that so no one needs to do all of that work
btw is the shift downwards affecting the overall quality of the animation, I am not seeing much of a change on my end if you can show a screenshot or small video that would be great
Hello again, would it be possible to get a bit more details on how to make custom animations work without the scaling? I’ve tried following other guides but I always seem to run into the same issue. I can also get in a vc if it’s easier, that way I can record it and I can also send it here in case others run into this issue while we wait for the detailed guide?
(No worries if it’s not possible, I’m wrapping up my project and I’m presenting it on Tuesday which is why I’m in a bit of a hurry, but I don’t want to bother! Just let me know if you have some time! <:happypepe:916079021421375548> )
I can’t say about custom animations as these are the animator responsibility who created them or retargeted them, he needs to ensure they work properly with MetaHumans
Reply by freezfast | 2024-01-19 14:04:25
I can’t say about custom animations as these are the animator responsibility who created them or retargeted them, he needs to ensure they work properly with MetaHumans
Reply by chaolice | 2024-01-19 14:12:47
It’s metahuman animations so it should work normally I think, I think the issue lays between the convai idle animations and the usual metahuman animations but I’m unable to figure out how to fix it. I tried what you mentioned with no success and I’m not sure what was BUDLoNG process to retarget everything, I’d be interested to do the same thing if it ensures consistency.