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After you do all the above, you should have something like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraAfterStep2.blend (the dummy leaf bones added to the toes, fingertips and head top are optional - if you have those, then the actual leaf bones will roundtrip better through FBX; otherwise their length and roll value may change arbitrarily - possibly a bug of Blender) | After you do all the above, you should have something like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraAfterStep2.blend (the dummy leaf bones added to the toes, fingertips and head top are optional - if you have those, then the actual leaf bones will roundtrip better through FBX; otherwise their length and roll value may change arbitrarily - possibly a bug of Blender) | ||
==Constrain the rotation to the straight T-Pose== | ==Constrain the rotation to the straight T-Pose== | ||
The Konoko from Oni (and, to a lesser extent, Mixamo's own X-bot) come with a very straightened-up T-Pose, where all the bones are aligned with world axes (so, very much unlike Lara, whose T-Pose is a bit casual, with non-vertical legs, curled fingers etc). To adjust Lara's size and proportions to Konoko's | The Konoko from Oni (and, to a lesser extent, Mixamo's own X-bot) come with a very straightened-up T-Pose, where all the bones are aligned with world axes (so, very much unlike Lara, whose T-Pose is a bit casual, with non-vertical legs, curled fingers etc). To adjust Lara's size and proportions to Konoko's, we will need to put Lara into a similar "straight" T-Pose first. In Blender, this is done by adding "copy rotation" constraints to a skeleton's bones. | ||
Set up some Empty objects that have the appropriate axis-aligned orientations for the appropriate subgroups of the skeleton: one for the spine (Y up, X left), one for the legs (Y down, X right), one for the left arm (Y left, X back), one for the right arm (Y right, X forward), one for the left thumb (Y left, X up) and one for the right thumb (Y right, X down). It should look like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep3axes.blend | Set up some Empty objects that have the appropriate axis-aligned orientations for the appropriate subgroups of the skeleton: one for the spine (Y up, X left), one for the legs (Y down, X right), one for the left arm (Y left, X back), one for the right arm (Y right, X forward), one for the left thumb (Y left, X up) and one for the right thumb (Y right, X down). It should look like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep3axes.blend |