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(I renamed the mannequin's armature to "_root" for convenience in the next step) | (I renamed the mannequin's armature to "_root" for convenience in the next step) | ||
Now, select Lara's armature, pick any bone, and create a "Copy rotation" constraint for it, with the corresponding bone of the mannequin's armature as the Target. The procedure is the same as for the straightened T-Pose we did earlier, except that the rotation is taken from the bone of an armature rather than from a top-level "Axes*" object. So first we pick "_root" as the target, and then look up the correct bone under the "Bone:" field that appears when you select "_root" as "Target:". Autocompletion works, so start typing the name of the bone and it will narrow down the list. Do not constrain the spine and the shoulder/clavicle bones, because they look fine as they are, and their default | Now, select Lara's armature, pick any bone, and create a "Copy rotation" constraint for it, with the corresponding bone of the mannequin's armature as the Target. The procedure is the same as for the straightened T-Pose we did earlier, except that the rotation is taken from the bone of an armature rather than from a top-level "Axes*" object. So first we pick "_root" as the target, and then look up the correct bone under the "Bone:" field that appears when you select "_root" as "Target:". Autocompletion works, so start typing the name of the bone and it will narrow down the list. Do not constrain the spine and the shoulder/clavicle bones, because they look fine as they are, and their default layout in their respective rigs is too different. Once you are done constraining Lara's pose, you should have something like this: http://geyser.oni2.net/UE4/LaraTutorial/LaraStep5match1.blend | ||
Double-check the constraints (since this is manual work, it is easy to accidentally assign the wrong target bone), and examine Lara's pose with the armatures hidden - is it really the same as the mannequin's A-Pose? Upon close examination, you will see that the final segments of the fingers look weird: the mannequin's mesh has straight fingers, but in our matched pose they are not. That's because the mannequin's rig is imperfect and, specifically, the final segments of the fingers are not aligned with the actual fingertips of the mesh. Our concern, though, is that the ''mesh'' of the A-Posed Lara should look the same as the A-posed mannequin, so we should straighten up her fingers for the reference pose. We do that by constraining the fingertip bones not to their exact counterparts, but to the previous segments. This is what it looks like when corrected (with the armatures and mannequin mesh hidden): http://geyser.oni2.net/UE4/LaraTutorial/LaraStep5match2.blend | Double-check the constraints (since this is manual work, it is easy to accidentally assign the wrong target bone), and examine Lara's pose with the armatures hidden - is it really the same as the mannequin's A-Pose? Upon close examination, you will see that the final segments of the fingers look weird: the mannequin's mesh has straight fingers, but in our matched pose they are not. That's because the mannequin's rig is imperfect and, specifically, the final segments of the fingers are not aligned with the actual fingertips of the mesh. Our concern, though, is that the ''mesh'' of the A-Posed Lara should look the same as the A-posed mannequin, so we should straighten up her fingers for the reference pose. We do that by constraining the fingertip bones not to their exact counterparts, but to the previous segments. This is what it looks like when corrected (with the armatures and mannequin mesh hidden): http://geyser.oni2.net/UE4/LaraTutorial/LaraStep5match2.blend |