Using PoseAI with Unreal Engine (Manual Connection)

Animating a UE4 Character

Create an Animation Blueprint

Create or modify an animation blueprint for your character’s skeleton (i.e. UE4_Mannequin).

Set retargetting for PoseAI

Select the Live Link Pose node and in details set retarget asset to “PoseAILiveLinkRetargetRotations” - this preserves your mesh asset’s skeletal dimensions but uses the streamed joint rotations and root transform to animate.

(Optional) Customize retargetting

For better results you can create a custom instance of “PoseAILiveLinkRetargetRotations” for each character, setting different values for the scaleTranslation variable and assign to the the character’s individual animation blueprint. This variable adjusts the root motion and pelvis height to accommodate different sized skeletons and may help avoid the mesh penetrating the ground.

Compile

Compile and, if you are currently streaming, the preview skeleton should follow the PoseCamera movements.

Set your character to use the animation blueprint

Open your character blueprint and select the Mesh component. In the Details panel set Animation/Animation Mode to Use Animation Blueprint. Set Animation/Anim Class to the blueprint you created or modified in the first step.

Your character should now be driven by Pose Camera at runtime.

(Optional) Create a blend for Desktop camera mode

If you are using Desktop camera mode, Pose Camera will only stream the upper body. You can use blend pose to create the appropriate animation for the lower body, for example idle standing or a sitting animation. If the stream is in mirror mode, you will likely want to rotate the lower body by 180 degrees as well.

Here is an example of an AnimGraph which can switch between animation modes based on boolean values.

Recording animations

Setup plugin and character

Follow the steps outlined in this documentation to setup the plugin and your character using UE4 or Mixamo skeletons (Please see the note below regarding MetaHuman rigs).

Add your character to the world

Drag your character blueprint into the viewport to add it to the level.

Record with Take Recorder

Open Window/Cinematics/Take Recorder. Select +Source -> From Actor -> YourCharacter (from the previous step).

Click on the red circle at the top of Take Recorder to begin recording (there will be a countdown). When finished click the square stop button.

Open your animation and inspect

By default each Take will be saved in subdirectories under Contents/Cinematics. Find the folder for your take, open the Animation subfolder and you should find an animation sequence capturing your streamed animation.

(Optional) Export your animation to FBX

Unreal allows you to export animation sequences into FBX, to allow editing with other software. From the menu select Asset->Export to FBX->Animation Data

[Note] Recording MetaHuman rig animations

While the plugin successfully animates MetaHuman rigs at runtime and in the editor, currently using the Unreal Engine’s Take Recorder to record MetaHuman animations via our livelink plugin can be problematic, with artificats and warping of some transforms.

Other users have reported similar issues on the Unreal Forums with MetaHuman and Take Recorder. This may be addressed by the MetaHuman team at some point (MetaHuman is still in beta). Modifying translation retargetting settings on the skeletal rig may improve the results but in our tests we still had warping on some body parts.