UnrealOni/Tutorials: Difference between revisions

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(mini-tut on retargeting)
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#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).
#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):
#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".
#: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).
#: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".
#: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.
#: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".
#: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).
#: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.
#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 some folders for the animations, for example Content/OniTRAM/bip_comguy_anims , Content/OniTRAM/bip_konoko_anims and Content/OniTRAM/bip_striker_anims
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#save the imported animations (although that's optional at this point).
#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"
#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.
#: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).
#: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.
#:c) bottom-left, click the "Retarget" button.
#: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]].