Talk:Restless Souls/Wishlist
Discussions for WIPs?
There's no page yet for work-in-progress stuff.
Health bar
Oni's health bar is imho almost iconic to the game. So I would like to keep that radial shape.
Over here is a whole list of other characteristics we might want to re-create.
We can get the basic idea of a radial health bar from this one video: https://www.youtube.com/watch?v=N1XDatYlxhc
For the other characteristics we can learn from this one.
As known through XML:ONGS Oni's health bar uses multiple color zones. The videos show that UE4's lerp node is only used with two colors.
That means we will have to set up multiple conditions for those linear interpolations - or "lerp".
To be moved to the actual page(s?)
Naming
I guess technical material and link collection shouldn't be longer on my Wishlist. That project would be better to have its own page. Right?
What would be a good name for that project and its main page?
"Unreal Oni" maybe?
If the project fails we can half ironically say it was unreal indeed.
If it is a tech demo it would emphasize that it is made by UE. paradox-01 (talk) 18:55, 5 November 2017 (CET)
As for the actual game it would be still good enough as working title. So, it's quite fitting due to the ambiguity.
Tutorials for UE4
- Skeleton assets
- Skeleton Assets: Overview: https://www.youtube.com/watch?v=FDbpHamn2eY
- Importing, Sharing Skeletons & Anims: https://www.youtube.com/watch?v=JkcJ5bjGPsg
- Skeleton Assets: Anim Retargeting Different Skeletons: https://www.youtube.com/watch?v=xy9aLbZLdeA
- Unreal Engine 4 Full Character Creation
- The video is unpolished and awkward at times. But it shows how to create a new character, import to Blender, set up the bones, then import to UE4 and finally how to create animations within UE4. https://www.youtube.com/watch?v=oiwJIlQjCrU
- Make Human model to UE4
- Create model: https://www.youtube.com/watch?v=KH5dmggnlXo
- Export Make Human character into Mixamo for animations: http://www.codegeek.io/20170409-animate-makehuman-character-in-mixamo/
- import Mixamo character into UE4 https://www.youtube.com/watch?v=vgo4jnM0NyY
- Material Creation
- Beginners Tutorial: https://www.youtube.com/watch?v=-B9k7WwHexQ
- Sketchup to Unreal Engine playlist
- Exporting principals, methods, UV mapping: https://www.youtube.com/channel/UC3OtQyANP2KwPZ0ZERzPRAQ
Character Creation
Programs to create custom characters
Make Human - Stand alone program (free) - http://www.makehuman.org/
ManuelBastioniLAB - Addon for Blender (free) - http://www.manuelbastioni.com/index.php
Adobe Fuse 1.3 - Available in Steam (free) - http://store.steampowered.com/app/257400/Fuse/
Adobe Fuse CC Beta - Adobe Creative Cloud (subscription) - http://www.adobe.com/products/fuse.html
Auto Rigging of models
Mixamo - Upload your character model for rigging and adding animations. Also has limited amount of character models (free) - https://www.mixamo.com
Miscellaneous
Comparison of bone names between UE4 and Oni
- Root:
- Pelvis: pelvis
- spine_01: mid
- spine_02: chest
- spine_03:
- clavicle_l: left_shoulder
- UpperArm_L: left_biceps
- lowerarm_l: left_wrist
- Hand_L: left_handfist
- clavicle_r : right_shoulder
- UpperArm_R: right_biceps
- lowerarm_r: right_wrist
- Hand_R: right_handfist
- neck_01: neck
- head: head
- Thigh_L: left_thigh
- calf_l: left_calf
- Foot_L: left_foot
- Thigh_R: right_thigh
- calf_r: right_calf
- Foot_R: right_foot
Convert ONCC to UE4 Model Workflow (WIP)
1) Extract ONCC with Vago, option standing pose. (note s10k has to update Vago for this option)
2) To change the model into a T-pose, open the dae in text editor, 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. Save dae
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: 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. 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. (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 -- EdT
Got stuck on point 7. Still have to get the T-pose working and check if I got the retargeting right. -- paradox-01 (talk) 15:40, 28 December 2017 (CET)