Unreal Engine Gear
Requires: Unreal 5.2+
Goal:
- IO layout data (Cameras + static Mesh + skeletal mesh)
New tools:
- Core libraries
These tools will be implemented in mGear
Goal:
- improve game pipeline
Goal:
- Syncing selected assets in Unreal Levels with Maya.
Goal:
- Generate a simple Runtime rig with Control Rig
- Generate Full Animation rig with Control Rig
- Generate IKRig with retargeting mapping
- IO layout data (Cameras + static Mesh + skeletal mesh)
- Assembly of modular characters
New tools:
- Core libraries
- Control rig function solvers like Maya counterpart
- ueShifter:
- EPIC component counterpart to build from Collected data in Maya
These tools will be implemented in mGear
Goal:
- improve game pipeline
- gNexus (.gnx): General data collector for ueGear
New tools:
- FBX exporter
- 1click send to Unreal (FBX) Skeletal mesh and animation
- Always starting from Unreal
- Always assume camera in sequencer Unreal > Maya > Unreal camera flows
- Adding custom attributes on Camera to FBX
- A shot represents one Camera track.
The following plugins must be activated in your project to get the full benefit of ueGear.
Python Editor Script Plugin
Sequencer Scripting
Remote Control API
, Required for Maya to pipe queries into Unreal
NOTE: Before starting you will need to have MGEAR_FBX_SDK_PATH
setup in your environment varialbes, and have it pointing to an FBX SDK, which can be downloaded from SDK
WIP: Working on making the Maya to Unreal workflow not require FBX SDK, as this adds a level of complexity for the User.
- Open
Maya
andUnreal
- Make sure that mGear is installed for both applications (mGear, ueGear).
- In
Unreal
, Open theLevel
and LevelSeqence inSequencer
, that you want to work on.
NOTE: Any information that is in the Sequencer and outside of the Playback
region (red/green lines), will not be exported. This means animation keys on the camera.
[Functionality could be added at a later date to implement entire camera track sections get exported even if outside of the Playback region]
Go to the FBX webpage and install the latest version that works with your Maya version.
- Can exist in LevelSequencer
- Can exist in a sub sequence of a LevelSequencer
- Can be instantiated by the LevelSequencer
- Can exist in a Level and not in a LevelSequencer
- Never exists in the Content Browser. It will appear in a LevelSequence or inside a level.
The ueGear Control Rig Library can be found in the following location
Repo: ueGear/Plugins/ueGear/Content/Python/ueGear/controlrig/ueGearFunctionLibrary.uasset
Unreal: ueGear/Content/Python/ueGear/controlrig/ueGearFunctionLibrary.uasset
If you enable plugins in the Content Browser Settings, you will be able to see the folder.
Blueprint class > Primary Dataset - blueprint class - can store a bunch of variables
From blueprint > you can create a dataasset (instance)
ControlRig > Asset User Data >
Can only read data fom a dataset in constructino event > read user data
- Control Rig Functions do not return the size when queried.
- Component Shape fitting - #21
Mass updates or queries to all assets use "Editor Utility Tasks" - It is a editor utility blueprint(Create it from the context menu)
-
Rig Components to Create
- Hands
- Metacarpal
- Neck
- Feet
- Weapon
- Head
- all associated face components
-
Control Shape Orientation
- Spine
- Arms FK
- Legs FK
-
Control Rig implementation
- Automatic matching
-
Backwards Solve
-
Tests
- Rig Complexity - different structures
-
5.4 Add Modular System
Limits are not available to be set via a construction node in 5.3
, they only appear in 5.4+