UnrealOni/ALS: Difference between revisions

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*[https://youtu.be/yTniZCOCY7o Video demonstration of ALS3]
*[https://youtu.be/yTniZCOCY7o Video demonstration of ALS3]
==Getting foot IK and ragdolling to work==
==Getting foot IK and ragdolling to work==
For simplicity we are discussing characters that have already been carefully adapted for UE4 in Blender or such: the skeleton is assumed to have the same layout as that of Unreal's SK_Mannequin (same bone hierarchy, including the auxiliary IK bones; "twist" bones are optional); the bones are assumed to have the same names as in Unreal's Humanoid rig; the local axes of each bone are supposed to be consistent with UE4's conventions (primary bone axis is either X or -Z, secondary is typically Z or -Z). A good example of such a character can be obtained if you export Unreal's SK_Mannequin to FBX.
For simplicity we are discussing characters that have already been carefully adapted for UE4 in Blender or such, so that no retargeting is needed. That is:
*the skeleton is assumed to have the same layout as that of Unreal's SK_Mannequin (same bone hierarchy, including the auxiliary IK bones; "twist" bones are optional);
*the bones are assumed to have the same names as in Unreal's Humanoid rig;
*the local axes of each bone are supposed to be consistent with UE4's conventions (primary bone axis is either X or -Z, secondary is typically Z or -Z).
A good example of such a character can be obtained if you export Unreal's SK_Mannequin to FBX.


Under the above assumptions, the character FBX can be imported into any project that uses the basic Mannequin (such as a basic ThirdPerson game template, or the ALS2 project, or the ALS3 project). Since the skeleton of the imported character is conventional (same bone names and bone orientations as for the Mannequin), one can typically choosing UE4_Mannequin_Skeleton under Mesh/Skeleton in the "FBX Import Options" dialog. Immediately after that, the new Skeletal Mesh can be set as the Mesh property of the pawn entity (the isolated mannequin in the middle of the level), and the game is immediately playable, i.e. basic locomotion immediately works on the imported character.
Under the above assumptions, the character FBX can be imported into any project that features a basic UE4 Mannequin (such as a basic ThirdPerson game template, or the ALS2 project, or the ALS3 project). Since the skeleton of the imported character is conventional (same bone names and bone orientations as for the Mannequin), one can typically choosing UE4_Mannequin_Skeleton under Mesh/Skeleton in the "FBX Import Options" dialog. Immediately after that, the new Skeletal Mesh can be set as the Mesh property of the pawn entity (the isolated mannequin in the middle of the level), and the game is immediately playable, i.e. basic locomotion immediately works on the imported character.


Two things, however, do not work right away: foot IK and ragdolling. The following explains how to get them both to work, so you can start running around and having fun.
Two things, however, do not work right away: foot IK and ragdolling. The following explains how to get them both to work, so you can start running around and having fun.