UnrealOni/ALS: Difference between revisions

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Ragdolling is the easier of the two. The imported character simply needs to have a suitable Physics Asset (collision boxes/cylinders/capsules around the limbs, and joints between them with appropriate rotation constraints.
Ragdolling is the easier of the two. The imported character simply needs to have a suitable Physics Asset (collision boxes/cylinders/capsules around the limbs, and joints between them with appropriate rotation constraints.


(If there is no physics asset, then ALS will typically send the character flying instead of ragdolling. If the physics asset is present but somehow incorrect, the character and flex incorrectly, become separated from the playable character's capsule, get stuck in the ground, etc.)
(If there is no physics asset, then ALS will typically send the character flying instead of ragdolling. If the physics asset is present but somehow incorrect, the character may flex incorrectly, or become separated from the playable character's capsule, or get stuck in the ground, etc.)


A Physics asset can be generated (or chosen from existing ones) at any time, including during the initial import of the FBX character (it's in the same section as where you choose the Skeleton).
A Physics asset can be generated (or chosen from existing ones) at any time, including during the initial import of the FBX character (it's in the same section as where you choose the Skeleton).
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The above procedure is exactly the same in ALS2 and in ALS3, although there are some differences in the name of the entities, blueprints and assets.
The above procedure is exactly the same in ALS2 and in ALS3, although there are some differences in the name of the entities, blueprints and assets.
===Foot IK===
===Foot IK===
It is very frustrating when you import a Mannequin, make sure its skeletal mesh has exactly the same settings as the included Mannequin (including the Physics Asset), but somehow the foot IK does not seem to work. In ALS3, the new character is actually expected to have correct IK immediately upon import - indeed, the default "Post Process Anim Blueprint" (under the Skeleton Mesh section in Asset Details for the Mesh) is None, which is consistent with the corresponding setting of the included Mannequin mesh. In ALS2, the included SK_Mannequin has, in the same field, the setting "Mannequin_PostProcess_AnimBP", so it is necessary to open the new Skeletal Mesh in the editor, go to Asset Details on the left, scroll to the Skeletal Mesh section, and set "Post Process Anim Blueprint" to "Mannequin_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the project (just in case), the new character will still not appear to have working foot IK.
It is very frustrating when you import a Mannequin, make sure its skeletal mesh has exactly the same settings as the included Mannequin (including the Physics Asset), but somehow the foot IK does not seem to work. In ALS3, the new character is actually expected to have correct IK immediately upon import - indeed, the default "Post Process Anim Blueprint" (under the Skeleton Mesh section in Asset Details for the Mesh) is None, which is consistent with the corresponding setting of the included Mannequin mesh. In ALS2, the included SK_Mannequin has, in the same field, the setting "Mannequin_PostProcess_AnimBP", so it is necessary to open the new Skeletal Mesh in the editor, go to Asset Details on the left, scroll to the Skeletal Mesh section, and set "Post Process Anim Blueprint" to "Mannequin_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the project (just in case), the new character will still not appear to have working foot IK.