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hi everyone Matt here with the Maya Learning Channel
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in a series of previous videos
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Matt Harwood showed you how to connect assets like
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cameras lights and props
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between Maya and unreal
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you can click on the link on your screen
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if you happen to miss out on those
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this plugin allows you to do things like
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controlled camera
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change lighting
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or animate meshes in Maya
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while seeing those same assets update in real time
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and unreal
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however one thing it didn't do was stream animation
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data to unreal level
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or animation sequences
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well thanks to an update to Livelink 2.0
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that's now possible too
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so let's do a
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quick walkthrough of how this new workflow works
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first make sure you download the newest
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version of the Maya Unreal
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Live link plugin
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and install it onto the same system
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that you have both Maya and unreal installed
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I posted a link to it in the description below
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next you'll notice that we're on Unreal 5 now
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while the interface is different
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all the same
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workflows we showed in the previous videos still work
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so don't worry
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however setting up the link is a bit different
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now you need to load the Maya
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live link plugin in unreal
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rather than the old live link plugin
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and once you do that
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the Livelink Editor can now be found in Unreals Window
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Virtual Production
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finally you'll need to go to Source
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Maya Livelink to link your Maya session
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next I'm going to disable auto save
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this is to make sure that unreal doesn't inadvertently
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save while Maya is in the process of sending it data
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possibly causing a corruption
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now we're ready to start streaming
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there's basically
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two ways to stream animation data to unreal
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either you stream a light
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camera or mesh to a level sequence
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or you stream a character
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to an animation sequence
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in both cases
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you'll need to use the Unreal live Link Editor's new
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link button
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so for example
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you'll see that I already
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have this animated character in Maya
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that I exported to unreal using the file
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sent to unreal function
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making sure to enable animation and shape attributes on
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export and animations morph targets
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custom attributes and no zero value curves on import
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to link them
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I'll first open the unreal live link editor
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and add the character to the object list
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you'll need to be very careful here to
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ensure that the root node you add to the list
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is the exact same one you exported to unreal
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for example
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if I added this group node here
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but had previously exported just the skeleton to unreal
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the link won't work properly
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once I click this button
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I'll need to select an unreal character
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for this to map to
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again make sure that this character
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matches the one you exported from Maya
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even small differences in the skeleton hierarchy
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could wildly corrupt your results
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and lastly we can select or create a new sequence
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in this case I'll create a new one
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by typing in the path for it here and clicking create
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now if you do want to reuse some preexisting sequence
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once again make sure that this particular character
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exists in that sequence
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now I'll select the sequence I just created
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and click link
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notice the link icon turns yellow
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and there's a progress bar
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as Maya starts streaming data to unreal
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and now when unreal
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I can double
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click the new animation sequence that I just created
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and you'll see the animation is there
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you'll also notice there's animation
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curves here for the blunt shapes
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I have running her expression
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as well as a custom attribute which we'll get into
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later
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now if I need to make animation changes or
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tweaks in real time
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I can just switch the preview controller
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to the Maya Livelink Preview controller
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just a note about blend shapes
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while I can edit the existing
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blend shapes and watch the results just fine
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I wouldn't be able to add
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new blend shapes and just have them appear and unreal
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for that I'd have to re export the modified character
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from Maya first
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then set up the link again
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the same goes for
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custom attributes
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which are also supported in the newest
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version of Live Link
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you could use these to do things like
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trigger in game
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reactions to specific parts of your animation
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like a dodge or parry window to this
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character's downward slice
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one other thing
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you might notice is that every time I change
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or add a new key
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Maya stops for a moment
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to send that new data to unreal
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depending on the number of changes you're making
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and the complexity of the asset
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this could get pretty annoying pretty fast
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luckily there's a pause button in the Livelink window
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just click it
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to pause the data stream from Maya to unreal
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then you can make a bunch of uninterrupted changes
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then unpause when you're done
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and Maya will send all those changes at once to unreal
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pretty handy if you ask me
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so that about does it for the character
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animation workflow
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the camera light
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and prop workflow is actually
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mostly the same with only a few small differences
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for one
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you will need to link to an unreal
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actor instead of a skeleton
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and a level sequence instead of an animation sequence
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also notice that like the level sequence section
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down here
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you can actually create new actors right in Maya
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to link to in unreal
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this wasn't possible with skeletons
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because they're just too complex
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you can specify the path and name of your actor
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as well as the type
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in particular
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it's useful to link to blueprint versions of actors
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since they'll give you the most
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versatility in unreal
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when you do this
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you just need to manually set the static
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mesh since that doesn't get carried over from Maya
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other than that these work exactly the same way
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as characters
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functionally these are a little bit
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less strict than the character
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skeletons I showed you earlier
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especially for props which have the same
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supported attributes
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translate rotated scale
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you can actually link
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completely different looking objects
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between Maya and unreal
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this lets you do nifty things like
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use simpler Maya proxy objects
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to animate complex unreal objects
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great for performance if your props are really complex
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you can then use subsequences to view all your streamed
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objects at once
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so that's everything you need to know about
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transferring animation data from Maya to unreal
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using Livelink
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I definitely recommend downloading the plugin
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via the link in the description
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and giving it a try yourself
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until next time
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