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 PluginSequencer ScriptingRemote 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
MayaandUnreal - Make sure that mGear is installed for both applications (mGear, ueGear).
- In
Unreal, Open theLeveland 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.
-
Leg
- IKRef is used to constrain the IK hierarchy to different objects.
-
Control Shape Orientation
- Spine
- Neck
-
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+