UnrealOni/ALS: Difference between revisions

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m (Iritscen moved page Oni2:UnrealOni/ALS to UnrealOni/ALS without leaving a redirect: Not really "Oni2")
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*[https://youtu.be/AMG2V3FiQ4U Video demonstration of ALS2]
*[https://youtu.be/AMG2V3FiQ4U Video demonstration of ALS2]
*[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, so that no retargeting is needed. That is:
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:
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For simplicity we assume (for now) that we are working with an exported/reimported FBX mannequin that has exactly the same proportions as the project's original Mannequin.
For simplicity we assume (for now) that we are working with an exported/reimported FBX mannequin that has exactly the same proportions as the project's original Mannequin.
===Ragdolling===
===Ragdolling===
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.
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==Custom animations - blueprint fix==
==Custom animations - blueprint fix==
If you want to replace or complement ALS's locomotion animations with your own, and do not want to follow the convention of animated IK bones (ALS expects locomotion animations to have motion tracks for the IK bones that exactly replicate the motion of the actual foot_l and foot_r), you need to modify the animation blueprint (either Mannequin_PostProcess_AnimBP for ALS2, or Mannequin_IK_AnimBP for ALS3), as described [https://forums.unrealengine.com/unreal-engine/marketplace/107921-advanced-locomotion-system-v3?p=1488046#post1488046 HERE] (ALS thread on UE4 forum, post #442). In the Anim Graph, disconnect the "Use cached pose 'Sub-Graph Input'" and "Local To Component" nodes and add two "Copy Bone" nodes between them and the first "Transform (Modify) Bone" node of the "Foot IK" block. For both these new nodes, check "Copy Translation" and "Copy Rotation" and set "Control Space" to "World Space" (in the "Details" panel on the right). Set the source and target bones like on the picture in post #442 (copy from foot_l to ik_foot_l and from foot_r to ik_foot_r).
If you want to replace or complement ALS's locomotion animations with your own, and do not want to follow the convention of animated IK bones (ALS expects locomotion animations to have motion tracks for the IK bones that exactly replicate the motion of the actual foot_l and foot_r), you need to modify the animation blueprint (either Mannequin_PostProcess_AnimBP for ALS2, or Mannequin_IK_AnimBP for ALS3), as described [https://forums.unrealengine.com/unreal-engine/marketplace/107921-advanced-locomotion-system-v3/page30#post1488046 HERE] (ALS thread on UE4 forum, post #442). In the Anim Graph, disconnect the "Use cached pose 'Sub-Graph Input'" and "Local To Component" nodes and add two "Copy Bone" nodes between them and the first "Transform (Modify) Bone" node of the "Foot IK" block. For both these new nodes, check "Copy Translation" and "Copy Rotation" and set "Control Space" to "World Space" (in the "Details" panel on the right). Set the source and target bones like on the picture in post #442 (copy from foot_l to ik_foot_l and from foot_r to ik_foot_r).


After you to this, you can configure the animation blueprint to use any locomotion animations, including those that do not contain animation tracks for the IK bones at all. Also, the "Translation Retargeting" value "Animation" (for the Skeleton Asset) becomes completely irrelevant, since the animated position of the IK feet (if available in an animation) will be overridden by that of actual feet immediately before foot IK processing.
After you to this, you can configure the animation blueprint to use any locomotion animations, including those that do not contain animation tracks for the IK bones at all. Also, the "Translation Retargeting" value "Animation" (for the Skeleton Asset) becomes completely irrelevant, since the animated position of the IK feet (if available in an animation) will be overridden by that of actual feet immediately before foot IK processing.


[[Category:Modding tutorials]]
[[Category:Modding tutorials]]