Skip to content

kromond/OptiSkelForUEScripts

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

23 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

OptiSkelForUEScripts

Some Maya scripts for making a skeleton that I can use to bring Optitrack FBX motions from Motive to Unreal Engine

included here are json poses for getting an A Pose on to an optitrack skel Also included xml to characterize Metahuman skel and Quinn

How to Run

Keep all the files together

Set your maya project at your desired directory and create project windows, put the files in python/Maya in the script folder:

  • Root Directory
    • ...
    • scnenes
    • scripts
      • jsonPoses
      • OptiSkelBuildStickGeo.py
      • OptiSkelPrep.py
      • serializeJSONPoses.py
    • sound
    • ...

or do like I do and put them anywhere and update your Maya script path like this in the maya script editor right at the start: import sys

from pathlib import Path
scriptDir = Path("//path_to_where_you_saved_this/OptiSkelForUEScripts/python/Maya/")
if scriptDir not in sys.path:
    sys.path.append(scriptDir)

The script is updated to take an FBX exported with a single skeleton with either a ":" or "_" for the name separator. There is a variable to control this

If you exported an FBX from Motive with the new 'sticks' option, you will have a mesh at the root of the skeleton hirearchy and joints under this. UE can read this in and use it, but you can not Live Link stream on to this because in UE you will see there is no bone named 'Root'. This script can fix this by adding a root bone and renaming the mesh

The script now poses the skeleton into a perfect A Pose which will make retargeting much nicer

NOTE: only tested with Maya 2022.4

image

About

Some Maya scripts for making a skeleton that I can use to bring Optitrack FBX motions from Motive to Unreal Engine

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages