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
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