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These are the user uploaded subtitles that are being translated: 1 00:00:05,566 --> 00:00:08,300 hi everyone Matt here with the Maya Learning Channel 2 00:00:08,400 --> 00:00:10,300 in a series of previous videos 3 00:00:10,300 --> 00:00:12,900 Matt Harwood showed you how to connect assets like 4 00:00:12,900 --> 00:00:15,000 cameras lights and props 5 00:00:15,000 --> 00:00:16,500 between Maya and unreal 6 00:00:17,100 --> 00:00:18,366 you can click on the link on your screen 7 00:00:18,366 --> 00:00:19,933 if you happen to miss out on those 8 00:00:20,600 --> 00:00:22,800 this plugin allows you to do things like 9 00:00:22,800 --> 00:00:24,000 controlled camera 10 00:00:24,066 --> 00:00:25,000 change lighting 11 00:00:25,000 --> 00:00:26,600 or animate meshes in Maya 12 00:00:26,600 --> 00:00:29,100 while seeing those same assets update in real time 13 00:00:29,100 --> 00:00:29,933 and unreal 14 00:00:30,900 --> 00:00:33,533 however one thing it didn't do was stream animation 15 00:00:33,533 --> 00:00:34,800 data to unreal level 16 00:00:34,800 --> 00:00:36,533 or animation sequences 17 00:00:36,966 --> 00:00:39,900 well thanks to an update to Livelink 2.0 18 00:00:39,900 --> 00:00:41,300 that's now possible too 19 00:00:41,933 --> 00:00:42,533 so let's do a 20 00:00:42,533 --> 00:00:45,933 quick walkthrough of how this new workflow works 21 00:00:50,666 --> 00:00:52,533 first make sure you download the newest 22 00:00:52,533 --> 00:00:54,100 version of the Maya Unreal 23 00:00:54,100 --> 00:00:55,200 Live link plugin 24 00:00:55,200 --> 00:00:57,166 and install it onto the same system 25 00:00:57,166 --> 00:00:59,733 that you have both Maya and unreal installed 26 00:01:00,166 --> 00:01:02,500 I posted a link to it in the description below 27 00:01:03,366 --> 00:01:06,166 next you'll notice that we're on Unreal 5 now 28 00:01:06,733 --> 00:01:08,133 while the interface is different 29 00:01:08,133 --> 00:01:08,600 all the same 30 00:01:08,600 --> 00:01:11,333 workflows we showed in the previous videos still work 31 00:01:11,333 --> 00:01:12,366 so don't worry 32 00:01:12,700 --> 00:01:15,166 however setting up the link is a bit different 33 00:01:15,666 --> 00:01:17,066 now you need to load the Maya 34 00:01:17,066 --> 00:01:18,700 live link plugin in unreal 35 00:01:18,733 --> 00:01:20,700 rather than the old live link plugin 36 00:01:22,733 --> 00:01:23,800 and once you do that 37 00:01:23,800 --> 00:01:27,266 the Livelink Editor can now be found in Unreals Window 38 00:01:27,533 --> 00:01:28,700 Virtual Production 39 00:01:30,000 --> 00:01:32,466 finally you'll need to go to Source 40 00:01:32,600 --> 00:01:35,166 Maya Livelink to link your Maya session 41 00:01:38,000 --> 00:01:40,400 next I'm going to disable auto save 42 00:01:40,566 --> 00:01:43,000 this is to make sure that unreal doesn't inadvertently 43 00:01:43,000 --> 00:01:45,966 save while Maya is in the process of sending it data 44 00:01:45,966 --> 00:01:47,566 possibly causing a corruption 45 00:01:48,700 --> 00:01:50,266 now we're ready to start streaming 46 00:01:50,966 --> 00:01:51,666 there's basically 47 00:01:51,666 --> 00:01:54,566 two ways to stream animation data to unreal 48 00:01:54,733 --> 00:01:56,100 either you stream a light 49 00:01:56,266 --> 00:01:58,500 camera or mesh to a level sequence 50 00:01:58,600 --> 00:01:59,933 or you stream a character 51 00:01:59,933 --> 00:02:01,466 to an animation sequence 52 00:02:02,133 --> 00:02:03,100 in both cases 53 00:02:03,100 --> 00:02:05,933 you'll need to use the Unreal live Link Editor's new 54 00:02:05,933 --> 00:02:06,800 link button 55 00:02:07,666 --> 00:02:08,800 so for example 56 00:02:08,800 --> 00:02:09,933 you'll see that I already 57 00:02:09,933 --> 00:02:12,100 have this animated character in Maya 58 00:02:12,100 --> 00:02:14,733 that I exported to unreal using the file 59 00:02:14,733 --> 00:02:16,266 sent to unreal function 60 00:02:16,466 --> 00:02:19,533 making sure to enable animation and shape attributes on 61 00:02:19,533 --> 00:02:22,766 export and animations morph targets 62 00:02:22,766 --> 00:02:26,566 custom attributes and no zero value curves on import 63 00:02:31,100 --> 00:02:31,933 to link them 64 00:02:31,933 --> 00:02:34,333 I'll first open the unreal live link editor 65 00:02:35,533 --> 00:02:37,766 and add the character to the object list 66 00:02:38,166 --> 00:02:39,933 you'll need to be very careful here to 67 00:02:39,933 --> 00:02:42,300 ensure that the root node you add to the list 68 00:02:42,300 --> 00:02:45,300 is the exact same one you exported to unreal 69 00:02:46,000 --> 00:02:46,866 for example 70 00:02:46,866 --> 00:02:48,866 if I added this group node here 71 00:02:48,866 --> 00:02:52,366 but had previously exported just the skeleton to unreal 72 00:02:52,366 --> 00:02:53,866 the link won't work properly 73 00:02:55,200 --> 00:02:56,533 once I click this button 74 00:02:56,533 --> 00:02:58,533 I'll need to select an unreal character 75 00:02:58,533 --> 00:02:59,900 for this to map to 76 00:03:00,266 --> 00:03:01,766 again make sure that this character 77 00:03:01,766 --> 00:03:03,900 matches the one you exported from Maya 78 00:03:04,133 --> 00:03:06,666 even small differences in the skeleton hierarchy 79 00:03:06,666 --> 00:03:08,600 could wildly corrupt your results 80 00:03:09,266 --> 00:03:12,666 and lastly we can select or create a new sequence 81 00:03:13,066 --> 00:03:14,866 in this case I'll create a new one 82 00:03:14,866 --> 00:03:17,666 by typing in the path for it here and clicking create 83 00:03:18,933 --> 00:03:22,066 now if you do want to reuse some preexisting sequence 84 00:03:22,066 --> 00:03:24,933 once again make sure that this particular character 85 00:03:24,966 --> 00:03:26,733 exists in that sequence 86 00:03:27,766 --> 00:03:29,966 now I'll select the sequence I just created 87 00:03:29,966 --> 00:03:31,300 and click link 88 00:03:31,933 --> 00:03:33,933 notice the link icon turns yellow 89 00:03:33,933 --> 00:03:34,966 and there's a progress bar 90 00:03:34,966 --> 00:03:37,333 as Maya starts streaming data to unreal 91 00:03:38,533 --> 00:03:39,533 and now when unreal 92 00:03:39,533 --> 00:03:40,200 I can double 93 00:03:40,200 --> 00:03:42,800 click the new animation sequence that I just created 94 00:03:43,566 --> 00:03:45,300 and you'll see the animation is there 95 00:03:48,533 --> 00:03:50,066 you'll also notice there's animation 96 00:03:50,066 --> 00:03:51,333 curves here for the blunt shapes 97 00:03:51,333 --> 00:03:52,800 I have running her expression 98 00:03:52,800 --> 00:03:55,166 as well as a custom attribute which we'll get into 99 00:03:55,166 --> 00:03:55,966 later 100 00:03:57,266 --> 00:03:59,400 now if I need to make animation changes or 101 00:03:59,400 --> 00:04:00,700 tweaks in real time 102 00:04:00,700 --> 00:04:02,766 I can just switch the preview controller 103 00:04:02,766 --> 00:04:05,333 to the Maya Livelink Preview controller 104 00:04:24,966 --> 00:04:26,500 just a note about blend shapes 105 00:04:26,533 --> 00:04:28,000 while I can edit the existing 106 00:04:28,000 --> 00:04:30,366 blend shapes and watch the results just fine 107 00:04:30,366 --> 00:04:31,600 I wouldn't be able to add 108 00:04:31,600 --> 00:04:34,500 new blend shapes and just have them appear and unreal 109 00:04:34,733 --> 00:04:37,700 for that I'd have to re export the modified character 110 00:04:37,700 --> 00:04:38,733 from Maya first 111 00:04:38,800 --> 00:04:40,200 then set up the link again 112 00:04:41,200 --> 00:04:42,166 the same goes for 113 00:04:42,166 --> 00:04:43,133 custom attributes 114 00:04:43,133 --> 00:04:44,800 which are also supported in the newest 115 00:04:44,800 --> 00:04:45,933 version of Live Link 116 00:04:46,266 --> 00:04:48,066 you could use these to do things like 117 00:04:48,066 --> 00:04:48,900 trigger in game 118 00:04:48,900 --> 00:04:51,500 reactions to specific parts of your animation 119 00:04:51,666 --> 00:04:53,533 like a dodge or parry window to this 120 00:04:53,533 --> 00:04:55,166 character's downward slice 121 00:04:57,066 --> 00:04:57,600 one other thing 122 00:04:57,600 --> 00:04:59,866 you might notice is that every time I change 123 00:04:59,866 --> 00:05:01,300 or add a new key 124 00:05:01,333 --> 00:05:02,566 Maya stops for a moment 125 00:05:02,566 --> 00:05:04,566 to send that new data to unreal 126 00:05:05,533 --> 00:05:07,466 depending on the number of changes you're making 127 00:05:07,466 --> 00:05:09,166 and the complexity of the asset 128 00:05:09,166 --> 00:05:11,466 this could get pretty annoying pretty fast 129 00:05:12,333 --> 00:05:15,166 luckily there's a pause button in the Livelink window 130 00:05:15,500 --> 00:05:16,166 just click it 131 00:05:16,166 --> 00:05:18,866 to pause the data stream from Maya to unreal 132 00:05:19,200 --> 00:05:21,900 then you can make a bunch of uninterrupted changes 133 00:05:31,333 --> 00:05:32,766 then unpause when you're done 134 00:05:32,766 --> 00:05:35,733 and Maya will send all those changes at once to unreal 135 00:05:35,933 --> 00:05:37,166 pretty handy if you ask me 136 00:05:43,700 --> 00:05:45,133 so that about does it for the character 137 00:05:45,133 --> 00:05:46,466 animation workflow 138 00:05:46,466 --> 00:05:47,400 the camera light 139 00:05:47,400 --> 00:05:48,800 and prop workflow is actually 140 00:05:48,800 --> 00:05:51,466 mostly the same with only a few small differences 141 00:05:52,666 --> 00:05:53,266 for one 142 00:05:53,266 --> 00:05:54,866 you will need to link to an unreal 143 00:05:54,866 --> 00:05:56,600 actor instead of a skeleton 144 00:05:56,600 --> 00:05:59,700 and a level sequence instead of an animation sequence 145 00:06:00,900 --> 00:06:03,100 also notice that like the level sequence section 146 00:06:03,100 --> 00:06:03,900 down here 147 00:06:03,933 --> 00:06:06,566 you can actually create new actors right in Maya 148 00:06:06,566 --> 00:06:08,133 to link to in unreal 149 00:06:08,300 --> 00:06:10,100 this wasn't possible with skeletons 150 00:06:10,100 --> 00:06:11,600 because they're just too complex 151 00:06:12,600 --> 00:06:15,333 you can specify the path and name of your actor 152 00:06:15,333 --> 00:06:16,533 as well as the type 153 00:06:16,900 --> 00:06:17,766 in particular 154 00:06:17,766 --> 00:06:20,533 it's useful to link to blueprint versions of actors 155 00:06:20,533 --> 00:06:21,500 since they'll give you the most 156 00:06:21,500 --> 00:06:22,900 versatility in unreal 157 00:06:33,366 --> 00:06:33,866 when you do this 158 00:06:33,866 --> 00:06:35,700 you just need to manually set the static 159 00:06:35,700 --> 00:06:38,166 mesh since that doesn't get carried over from Maya 160 00:06:40,466 --> 00:06:42,933 other than that these work exactly the same way 161 00:06:42,933 --> 00:06:44,100 as characters 162 00:06:49,500 --> 00:06:51,100 functionally these are a little bit 163 00:06:51,100 --> 00:06:52,333 less strict than the character 164 00:06:52,333 --> 00:06:54,000 skeletons I showed you earlier 165 00:06:54,400 --> 00:06:56,200 especially for props which have the same 166 00:06:56,200 --> 00:06:57,333 supported attributes 167 00:06:57,333 --> 00:06:58,900 translate rotated scale 168 00:06:58,900 --> 00:06:59,900 you can actually link 169 00:06:59,900 --> 00:07:01,700 completely different looking objects 170 00:07:01,700 --> 00:07:03,100 between Maya and unreal 171 00:07:03,933 --> 00:07:05,533 this lets you do nifty things like 172 00:07:05,533 --> 00:07:07,600 use simpler Maya proxy objects 173 00:07:07,600 --> 00:07:10,066 to animate complex unreal objects 174 00:07:10,100 --> 00:07:12,933 great for performance if your props are really complex 175 00:07:20,200 --> 00:07:22,900 you can then use subsequences to view all your streamed 176 00:07:22,900 --> 00:07:23,866 objects at once 177 00:07:36,066 --> 00:07:37,666 so that's everything you need to know about 178 00:07:37,666 --> 00:07:40,366 transferring animation data from Maya to unreal 179 00:07:40,366 --> 00:07:41,466 using Livelink 180 00:07:41,566 --> 00:07:43,600 I definitely recommend downloading the plugin 181 00:07:43,600 --> 00:07:45,000 via the link in the description 182 00:07:45,000 --> 00:07:46,733 and giving it a try yourself 183 00:07:47,600 --> 00:07:48,466 until next time 13203

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