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Paradox-01 (talk | contribs) m (textures repaired, pose destroyed ...) |
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1) Extract ONCC with Vago, option standing pose. (note s10k has to update Vago for this option) | 1) Extract ONCC with Vago, option standing pose. (note s10k has to update Vago for this option) | ||
2) To | 2) To prepare the model, the following changes should be done. First of all open the dae in text editor. Search for <unit meter="0.1" name="decimeter" /> and change it <unit meter="10" name="decameter" />, this will set the model to the proper scale for UE4. To change the model into a T-pose, search for <node id="right_biceps">, then in the tag <rotate sid="rotY">, change the value from -90.000000 to 0.000000. Next search for <node id="left_biceps">, then in the tag <rotate sid="rotY"> change the value from 90.000000 to 0.000000. Finally, the pelvis height can be changed. Search for <node id="pelvis"> <translate sid="pos">0.000000 0.000000 0.000000</translate>. The second value should be changed to around 9 for female models and 10 to 11 for male models. For example, Konoko would be <translate sid="pos">0.000000 9.200000 0.000000</translate>. You can determine the exact height, by opening the dae in a 3D program and adjust the height of the pelvis o that the feet are level with the ground. (Note: Will need further study on adjusting the pelvis height to see if there are any negative consequences) | ||
3) Use the program Autodesk FBX Converter 2013 to convert the dae into FBX. Use the option "Embed media", Save mode "Binary". | 3) Use the program Autodesk FBX Converter 2013 to convert the dae into FBX. Use the option "Embed media", Save mode "Binary". | ||
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: | 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: Collada(.dae), 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, then you will only get the animation. | ||
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: | 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. The scale can be set to 1. (Note: Make sure to select a input folder since this is a batch conversion. A file will result in errors.) | ||
6) Once the model has been imported into UE4, you will need to assign the textures to the Materials. | 6) After the file has been converted to an fbx file, once again use Autodesk FBX Converter 2013 to convert the fbx to dae. Open the dae file and search for "file:///path_to/textures" and delete "file:///path_to/" leaving "textures/texture_name" Do this for all occurances. Next convert the dae back to fbx format. This step will allow UE4 to find the textures when importing the file. | ||
7) Useful video tutorial for Adding root bone and importing the file into UE4: https://www.youtube.com/watch?v=z97w4vrm8Eo (Note: Make sure the textures directory and fbx file are in the same directory before importing into UE. Slight change to the video's instruction. Uncheck the import animations and check the checkboxes for Material and Texture). If step 6 was done correctly, all the textures should be imported and converted to a material and applied to the model. | |||
In case the textures are not installed: 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. | |||
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 | 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 |
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