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 | #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 | #: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 | #: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 | #: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 | #: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 | #: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 | #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 | #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 | #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 | #: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 | #: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 | #: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]]. |
Revision as of 08:35, 23 May 2018
Animation editor
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.
- In the animation select root bone, disable other axes (eye symbole), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.
- https://docs.unrealengine.com/en-us/Engine/Animation/AnimHowTo/LayerEditing
Material editor
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.
Importing/retargeting animations
The following is a step-by-step tutorial intended for THESE (all of Oni's animations, optimized for retargeting and compatible with 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 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.
- 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 ask.