Advanced Skeleton for Maya body rigging, Offset Parent Matrix for faster evaluation, auto-rigging tools comparison, weight painting best practices, and IK/FK systems.
MetaHuman body does NOT come with a rig in Maya — Advanced Skeleton fills this gap.
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Cascadeur Mocap Cleanup
Physics-based auto-posing, Gaussian/Butterworth filtering, IK/FK refinement, and export pipeline. Pipeline order matters: Auto-pose → Smooth → IK/FK Fix → Manual Refine.
Raw Mocap → Auto-Posing → Smoothing → IK/FK Fixes → Manual Refinement → Export
⚠️ Over-smoothing kills organic motion — use multiple light passes instead of one heavy pass. Always A/B compare with original.
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Body vs face export pipeline, Maya→Unreal retargeting, noise filtering & jitter removal, footfall & contact correction, scale & skeleton matching.
⚠️ THE Critical Distinction: Body = ROOT JOINT (standard FBX), Face = CONTROLLERS (Control Rig FBX) — never mix these up!
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