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License: MIT License
An Unreal Live Link plugin for Autodesk Maya
License: MIT License
I am trying to install the plugin on windows 10, but when I run .msi I get the following messages
Insrallation Not Found
No Unreal Engine installations found.Plese install Unreal Engine first.
after this message (i suppose from UE)
Error during installation!
You may have to enable the plugin in Unreal Editor (Edit->Pluguins->Maya Live Link) before using it.
but in unreal I don't have the option to activate any plugion
Is has a plan to update the Maya LiveLink to support unreal engine 5.2 or 5.3 ?
When attempting to build the project using the provided batch file (as .\BuildMayaUnrealLiveLinkPlugin.Bat 2023), the following error occurs:
D:\Git\UnrealEngine\Engine\Restricted\NotForLicensees\Source\Programs\MayaUnrealLiveLinkPlugin\Subjects\MLiveLinkPropSubject.cpp(25): fatal error C1083: Cannot open include file: 'MayaUnrealLiveLinkPlugin/MayaUnrealLiveLinkUtils.h': No such file or directory
Opening MLiveLinkPropSubject.cpp and changing line 25 from:
#include "MayaUnrealLiveLinkPlugin/MayaUnrealLiveLinkUtils.h"
to
#include "../MayaUnrealLiveLinkUtils.h"
resolves the issue.
I create a joint in Maya2022 and use a controller(nurbsCurve) to constrain it. when I operate on the controller, the joint data can't be sent to the engine(e.g UE4) but it works fine when I operate on the joint directly.
This problem does not exist in Maya 2018.Data can be sent by operating on either the joint or the controller.
how can I solve this problem?
Version 2.2 only provides binary files, presumably because I made changes to my own engine code which caused some incompatibility issues. However, I can only find the source code version of version 2.1. I would like to know if there would be any missing features if I modify the source code of version 2.1 to make it compatible with my code.
Hello there!
Thank you for providing us with a live link plugin for Unreal, it makes mine and probably lots of other's workflow a lot easier! One thing I would like to bring up though is the lack of binaries provided, especially for the Maya plugin.
For the latest release, there is no installer available on the Autodesk App Store, meaning that everyone wishing to use 2.3.0 needs to follow the documentation of this repo to compile the plugin from source, which also includes the process of compiling Unreal Engine from source, which can take multiple hours.
Do you have plans to publish an installer for v2.3.0 of this plugin so users can use this plugin in Unreal 5.2 and above without compiling everything from scratch?
Sincerely,
Kia
Can I put the sender on Win64 and the receiver on the Mac?
When I compile the UE part on Mac m1, the following error occurs:
Undefined symbols for architecture x86_64:
"UClass* FMayaLiveLinkUtils::FindObject(FString const&)", referenced from:
UE::Core::Private::Function::TFunctionRefCaller<FMayaLiveLinkMessageBusSource::HandleListAssetsRequest(FMayaLiveLinkListAssetsRequestMessage const&, TSharedRef<IMessageContext, (ESPMode)1> const&)::$_5, void ()>::Call(void*) in Module.MayaLiveLink.cpp.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
How can I fix it? Thanks!
Hi there,
Please consider supporting 2024 as a build target, or please post an update on your website which supports the current Maya.
I tried simply building with maya2024sdk but it says couldn't find target rules for unreallivelinkpluginmaya2024
Thanks!
Accidentally upgraded 5.1 to 5.1.1 and now can't rollback without building UE from source, and can't install LiveLink 2.1 to UE 5.1.1
Any ideas would be much appreciated
I followed the doc\build.md tutorial and put all the 2.3.0 source code at Engine\Restricted\NotForLicensees.
Then I run BuildMayaUnrealLiveLinkPlugin.bat. But got a build error:
Couldn't find target rules file for target 'UnrealHeaderTool' in rules assembly 'UE5Rules, Version=0,0,0,0, Culture=neuture, PublicKeyToken=null'.
Location: D:\UE_Source\Engine\Intermediate\Build\BuildRules\UE5Rules.dll
Target rules found:
at UnrealBuildToool.RulesAssembly.CreateTargetRules in RulesAssembly.cs
...
Any ideas about how to fix it?
When I drag the time slider on the unreal side, The slider on the maya side will automatic update,but the livelink will stop updating.
If I first animate some characters in Maya, and then I go to UE to animate some other characters, the previous characters will not be updated until I do a new operation in Maya.This will cause me to constantly switch between the two software.
Is there something wrong with my understanding? welcome to correct me
We need ue5.2 and 5.3, or provide a doc let's modify by ourselves.
If I remember correctly, in v1, the camera transformations would be streamed directly into unreal when I manipulated a linked camera in maya. Now, in v2, the update only occurs after I stop manipulating.
When I play an animated sequence in maya the data is streamed.
Am I missing something, maybe a setting in Maya?
Get this error when building the maya plugin: (2.1.0 Release for UE 5.1 only)
MStreamedEntity.h:25:28: fatal error: Math/Transform.h: No such file or directory
MayaUnrealLiveLinkUtils.h:25:28: fatal error: Misc/FrameRate.h: No such file or directory
I cannot seem to locate these headers in the repo, unreal, maya sdk.
Thank you
Livelink in Unreal see correctly the server but won't receive any data from the livelink even the EditorActiveCamera
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