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===Character textures=== | ===Character textures=== | ||
For character materials activate "Used with Skeletal Mesh" property in Usage section. If disabled a gray checkerboard texture will be displayed on the character. | For character materials activate "Used with Skeletal Mesh" property in Usage section. If disabled a gray checkerboard texture will be displayed on the character. | ||
==Importing/retargeting animations== | |||
:[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 10:28, 23 May 2018 (CEST) | |||
The following is a step-by-step tutorial intended for [http://geyser.oni2.net/UE4/OniTRAM/OniSkeletonBased/ THESE] (all of Oni's animations, optimized for retargeting and compatible with [https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1 ALS]), but it will work with other characters and their animations too. | |||
#There are three "mannequins" adapted from the TRCM of Oni's level0_Final: bip_konoko.fbx, bip_comguy.fbx and bip_striker.fbx (.blend files are for those who may want to tweak their poses) | |||
#Open UE4, and drag-and-drop the .fbx mannequins into your project (ideally into a separate folder like Content/OniTRAM): in the "FBX Import Options" dialog, set "Mesh/Skeleton" to "None", make sure "Animation/Import Animations" is checked, and then click "Import" (or "Import All" if you're drag-and-dropping several mannequins at once). | |||
#Open each of the imported Skeleton assets in Persona, and do the following for each of them (in order to be able to retarget the animations later): | |||
#:a)in the right-side tool panel, in the tab "Preview Scene Settings", under "Mesh/Preview Mesh (Skeleton)", click "Apply To Asset". | |||
#:b)in the right-side tool panel, in the tab "Preview Scene Settings", under "Animation/Animation", select the "..._Anim" animation (A-pose). | |||
#:c)in the left-side tool panel, in the tab "Retarget Manager", under "Manage Retarget Base Pose", click "Modify Pose", then "Use Current Pose". | |||
#:d)in the left-side tool panel, in the tab "Retarget Manager", under "Manage Retarget Source", click "Add New Retarget Source" and pick the skeleton asset. | |||
#:e)in the left-side tool panel, in the tab "Retarget Manager", under "Set up Rig", go to "Select Rig" and pick "Select Humanoid Rig". | |||
#:f)save the Skeleton asset as prompted (large floppy-disk icon in the upper-left corner); also save the Mesh, Animation and Physics assets (although that's optional at this point). | |||
#find and open the UE4_Mannequin_Skeleton asset; in the left-side tool panel, in the tab "Retarget Manager", under "Set up Rig", go to "Select Rig" and pick "Select Humanoid Rig"; save as prompted. | |||
#make some folders for the animations, for example Content/OniTRAM/bip_comguy_anims , Content/OniTRAM/bip_konoko_anims and Content/OniTRAM/bip_striker_anims | |||
#make subfolders for the extra "LocoLoops" animations (pairs of single-step animations stitched together for convenience): Content/OniTRAM/bip_comguy_anims/LocoLoops , etc | |||
#drag-and-drop the animations for each mannequin into the corresponding folder/subfolder; in the "FBX Import Options" dialog, set "Mesh/Skeleton" to the correct Skeleton and then click "Import" (or "Import All" if you're drag-and-dropping several animations at once). | |||
#save the imported animations (although that's optional at this point). | |||
#right click any animation (or select several animations and right-click any of them), then under "Animation Sequence Actions" pick "Retarget Anim Assets/Duplicate Anim Assets and Retarget" | |||
#:a)if you did all of the above, then in the "Select Skeleton" dialog, you should be able to pick UE_Mannequin_Skeleton, and then both the Source and Target characters should be visible and A-posed. | |||
#:b)bottom-right, under "[Target]/Folder/Change...", select an appropriate destination folder where the retargeted copies of the animations should be placed (create new folders/subfolders as needed). | |||
#:c)bottom-left, click the "Retarget" button. | |||
#:d)save the retargeted animations (optional). | |||
#After all the above steps, the retargeted animations should become available for the UE4 Mannequin or any other characters using UE_Mannequin_Skeleton. If not, feel free to [[User:geyser|ask]]. |