UnrealOni/Tutorials: Difference between revisions

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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.
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)
#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).
#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 '''bip_*_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'''
#make subfolders for the extra "LocoLoops" animations (pairs of single-step animations stitched together for convenience): Content/OniTRAM/bip_comguy_anims/LocoLoops , etc
#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).
#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).
#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]].