MetaHuman Performance Capture Workflow - Part 18: Importing Animation from Maya Into Unreal Engine
The finish line.
In Part 18 of the MetaHuman Performance Capture Workflow, we import both body and facial animation from Maya into Unreal Engine — and finally apply it to our MetaHuman character.
This video covers the two different workflows for importing body vs. facial animation, using Level Sequences to preview and synchronize both tracks, and troubleshooting key setup options like axis rotation and control rig mapping.
Your MetaHuman is about to come to life.
Covered in this video:
Importing baked body animation from Maya (FBX)
Assigning it to the MetaHuman Base Skeleton
Fixing rotation axis mismatch (Z-up to Y-up)
Creating a Level Sequence and adding animation tracks
Importing facial animation via Control Rig FBX
Applying MetaHuman Control Mappings to face animation
Scrubbing and previewing body + face together
Editing animation timing in Sequencer
Timestamps:
0:00 Opening minimal Unreal scene
0:12 Creating an “animation” content folder
0:47 Selecting MetaHuman_Base_Skeleton
1:06 Fixing Maya vs Unreal axis with 90° X rotation
1:30 Importing and checking the animation preview
1:56 Creating and opening a new Level Sequence
3:03 Applying imported body animation to track
3:56 Importing the Control Rig FBX for face
4:43 Previewing facial animation in Sequencer
5:10 Adjusting performance timing in Sequencer
5:35 Recap of the full workflow – from MoCap to final playback
Видео MetaHuman Performance Capture Workflow - Part 18: Importing Animation from Maya Into Unreal Engine канала Dr Jason Kennedy
In Part 18 of the MetaHuman Performance Capture Workflow, we import both body and facial animation from Maya into Unreal Engine — and finally apply it to our MetaHuman character.
This video covers the two different workflows for importing body vs. facial animation, using Level Sequences to preview and synchronize both tracks, and troubleshooting key setup options like axis rotation and control rig mapping.
Your MetaHuman is about to come to life.
Covered in this video:
Importing baked body animation from Maya (FBX)
Assigning it to the MetaHuman Base Skeleton
Fixing rotation axis mismatch (Z-up to Y-up)
Creating a Level Sequence and adding animation tracks
Importing facial animation via Control Rig FBX
Applying MetaHuman Control Mappings to face animation
Scrubbing and previewing body + face together
Editing animation timing in Sequencer
Timestamps:
0:00 Opening minimal Unreal scene
0:12 Creating an “animation” content folder
0:47 Selecting MetaHuman_Base_Skeleton
1:06 Fixing Maya vs Unreal axis with 90° X rotation
1:30 Importing and checking the animation preview
1:56 Creating and opening a new Level Sequence
3:03 Applying imported body animation to track
3:56 Importing the Control Rig FBX for face
4:43 Previewing facial animation in Sequencer
5:10 Adjusting performance timing in Sequencer
5:35 Recap of the full workflow – from MoCap to final playback
Видео MetaHuman Performance Capture Workflow - Part 18: Importing Animation from Maya Into Unreal Engine канала Dr Jason Kennedy
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