Metahuman_face_animation_import on retargeted autorigbuilder

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Hi Everyone,

Could anyone help me with Metahuman_Face_Animation_Import node? Using with the provided MH_Body_anim_import node it can read and add the face anim on top of imported FK animation (without any body rig)..so the two node works properly.

But is there any tutorial/documentation on how to add the Metahuman Face Animation Import node after a retargeted body animation (using autorigbuilder)? Every way I tried the face anim ( with MH_Face_Anim_Import node) is overriding all the controls and not just the face controllers. But this is somehow related to the retarget part where the autorigbulder controllers are driven by an external mocap FBX file (based on Max Rose's tutorial: Character Animation In Houdini | APEX Mocap Retargeting ).
In every way (after retarget or before retarget) the animations are overwriting each others (all the controllers and not just the face).
What should be the workflow to separate only the face controllers and update only those anim curves( from the imported controller FBX file)?
The face anim FBX contains only the controllers and their datas and was exported as suggested by the Unreal doc.

I just started to learn APEX so I'm sure I am missing some fundamental APEX behavior.
Any advice would be much appreciated!

Ashraf
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Hi, here is an example of how to set that up.
NOTE: Im using the Ada character in this example, from the metahuman project in UE5

Attachments:
metahuman.zip (54.3 MB)

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Thank you so much William ! Really appreciate your help! It works perfectly with a newer (5.7) metahuman as well.
As I understand here the skeleton retarget part is done by the rigCopyTransforms node inside body_anim. Just wondering what is the difference (or what is the point) using FullBodyIk node for retargeting the two skeletons as I saw in the retargeting tutorial? Is there any case when it is performs better than this method?

Thanks again,

Ashraf
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Im using the copy transform because the two skeletons match, I exported the body animation out of UE. If you where to say use a miximo skeleton, then you would need to use the FBIK solve.

rigCopyTransforms: simple copy of the transforms between two matching skeletons.
FBIK: solve the pos of two unique skeletons using mapping.
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