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==Animation editor== | ==Animation editor== | ||
===Editing an animation for offset corrections=== | ===Editing an animation for offset corrections=== | ||
* Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset. | * Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset. | ||
* In the animation select root bone, disable other axes (eye | * In the animation select root bone, disable other axes (eye symbol), click big "+" button. Edit the key... Click arrow symbols to adapt diagram. | ||
* https:// | * https://dev.epicgames.com/documentation/en-us/unreal-engine/editing-animation-layers?application_version=4.27 | ||
==Material editor== | ==Material editor== | ||
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==Importing/retargeting animations== | ==Importing/retargeting animations== | ||
:[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 10:28, 23 May 2018 (CEST) | :[[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. | 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.fab.com/listings/ef9651a4-fb55-4866-a2d9-1b38b028f9c7 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) | #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 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). | ||
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#:d) save the retargeted animations (optional). | #: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]]. | #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]]. | ||
[[Category:Modding tutorials]] | |||