Talk:Restless Souls/Wishlist: Difference between revisions

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4)Go to website www.mixamo.com and login with your Adobe ID. Upload your character. In the Auto_Rigger page, follow the instructions and in the dropdown menu for Skeleton LOD select No Fingers (25).  Once you are satisfied with the rigging, select the Animations Tab and search for T Pose and apply it to your model. Finally, download the model with the settings Format: FBX(.fbx), Skin: With Skin, Frames per Second: 30, Keyframe Reduction: none.  Note: If you want to download other animations, such as run, jump, flip, etc, choose "Without Skin" for the Skin option.
4)Go to website www.mixamo.com and login with your Adobe ID. Upload your character. In the Auto_Rigger page, follow the instructions and in the dropdown menu for Skeleton LOD select No Fingers (25).  Once you are satisfied with the rigging, select the Animations Tab and search for T Pose and apply it to your model. Finally, download the model with the settings Format: FBX(.fbx), Skin: With Skin, Frames per Second: 30, Keyframe Reduction: none.  Note: If you want to download other animations, such as run, jump, flip, etc, choose "Without Skin" for the Skin option.


5) To add a root bone to the Mixamo rig, download the Blender Plugin from https://github.com/enziop/mixamo_converter and follow the instructions. (Note: Need to experiment with correct scale settings) Useful videos Adding root bone: https://www.youtube.com/watch?v=z97w4vrm8Eo (Note: click the checkboxes for Material and Texture)
5) To add a root bone to the Mixamo rig, download the Blender Plugin from https://github.com/enziop/mixamo_converter and follow the instructions. (Note: Need to experiment with correct scale settings. 10 or more? Make sure to select a input folder since this is a batch conversion. A file will result in errors.) Useful videos Adding root bone: https://www.youtube.com/watch?v=z97w4vrm8Eo (Note: click the checkboxes for Material and Texture)


6) Once the model has been imported into UE4, you will need to assign the textures to the Materials. First of all import the ONCC textures into UE4 project. Double click on Material, right click and Add Texture Sample. Then in the Material Expression section, select texture that matches the name of material. Save Material.
6) Once the model has been imported into UE4, you will need to assign the textures to the Materials. (Non-converted fbx files import with working texture links which means Blender destroys the texture links during conversion to the new fbx.) First of all import the ONCC textures into UE4 project. Double click on Material, right click and Add Texture Sample. Then in the Material Expression section, select texture that matches the name of material. Save Material.


7) Video on how to retarget the UE4 animations to ONCC model https://www.youtube.com/watch?v=xy9aLbZLdeA Set base pose of UE4 skeleton to T-Pose: https://www.youtube.com/watch?v=D8nH2Yo9PT8
7) Video on how to retarget the UE4 animations to ONCC model https://www.youtube.com/watch?v=xy9aLbZLdeA Set base pose of UE4 skeleton to T-Pose: https://www.youtube.com/watch?v=D8nH2Yo9PT8 -- EdT


[[File:Oni_UE4_materials.png|200px|thumb|left]]


[[File:ONCC_imported_UE4.png|400px|thumb|left]]
 
[[File:Oni_UE4_materials.png|200px|thumb|right]]
 
[[File:ONCC_imported_UE4.png|400px|thumb|right]]
 
 
 
Got stuck on point 7. Still have to get the T-pose working and check if I got the retargeting right. -- [[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:40, 28 December 2017 (CET)
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