I apologize for my late reply. I was in the rush for a school project. I managed to arrange everything. Everything works fine now! I am so happy! mGear rig does work with game engine like Unreal. Now, I am going to answer the questions I had before:
Question 1: Once I have finished the animation, is it possible to export the animation in a game engine (i.e. Unreal)?
Answer: Yes! Here are the steps :
- If you were working in reference, make sure to import your objects in your Maya scene
- Select everything in your scene and bake the animation (Animation Tab - Key - Bake animation)
- Delete deformers. To do it manually, you can select your meshes and, in the Channel Box - Inputs, Edit - Delete node - each deformers. (We delete deformers because FBX files do not support those nodes. Do not worry if you think you might loose some deformations (for example, if you used the Facial Rigger), because it won’t happen. By baking your animation, you kinda saved the deformations on your skeleton/mesh.) However, Soft Tweaks (soft deformations) do not work unfortunately.
- Export your animation. File - Export All… FBX (Make sure you check Animation and Deformed Models)
- Export your bind mesh. File - Export All… FBX. (Uncheck Animation)
- Open Unreal, import first the ‘‘Bind Mesh’’ FBX file, and after import the ‘‘Animation’’ FBX file.
Everything should work just fine. You might get some error messages, but that is normal. (It is because some nodes again are not recognized by Unreal, but we don’t need them anyway.)
I’m sorry if all of this might seem very easy for some of you. I am new to 3D so it took me a while to figure it out. I hope this will help someone one day.
Question 2: What were the weird deformations occuring in my scene after I baked?
Answer: To be honest, I do not know what was the specific cause of my previous problem. Looking back, I think I did the baking wrong. (Make sure you select EVERYTHING in the hierarchy and everything is bake! I remember there were some channels locked and unkeyable. (If you are facing the same issue, know that you can simply unlocked those channels by right-clicking on them - Unlock Selected - Make Selected Keyable)) Something else I did was that I added a root joint for the World Position.
@Miquel As for the Non Uniform Scale and the Segment Scale Comp, I do not think it was the main cause of my problem because when I clicked on my joints, the Segment Scale Compensate was already checked. And after I ran the script, I didn’t see a drastic change. I still think it was important to take these two things in consideration.
In conclusion, I think my animation was not working because of my lack of knowledge on the ‘‘baking’’ part. When I think of it now, it is super simple to export the animation. mGear offers a complete and high-quality rig easily useable for non-rigger artists (like me). It even includes a facial rig and a soft deformations tool which are super practical. Overall, I really enjoyed my experience using mGear and I will definitively reuse it in the future. Developers, you did a great job! Thank you!
@Miquel For the issue with the eyes, it is now a lot better now that I have fixed the skinning. Of course I would have had really appreciated if you would have taken a deeper look into my model, but the thing is I am not allowed to share my character with anyone because my project is ‘‘owned’’ by my 3D school. Even if there are very low chances that it happens, I don’t want any of us to get in a pursuit. Sorry about that. I wish I could have helped.
Again, thank you everyone who helped me.