UnrealOni/Tutorials
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Animation editor
Editing an animation for offset corrections
- Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset.
- In the animation select root bone, disable other axes (eye symbol), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.
- https://dev.epicgames.com/documentation/en-us/unreal-engine/editing-animation-layers?application_version=4.27
Material editor
Character textures
For character materials activate "Used with Skeletal Mesh" property in Usage section. If disabled a gray checkerboard texture will be displayed on the character.
Importing/retargeting animations
The following is a step-by-step tutorial intended for THESE (all of Oni's animations, optimized for retargeting and compatible with ALS), but it will work with other characters and their animations too.
- There are three "mannequins" adapted from the TRCM of Oni's level0_Final: bip_konoko.fbx, bip_comguy.fbx and bip_striker.fbx (.blend files are for those who may want to tweak their poses)
- Open UE4, and drag-and-drop the .fbx mannequins into your project (ideally into a separate folder like Content/OniTRAM): in the FBX Import Options dialog, set Mesh/Skeleton to None, make sure Animation/Import Animations is checked, and then click Import (or Import All if you're drag-and-dropping several mannequins at once).
- Open each of the imported Skeleton assets in Persona, and do the following for each of them (in order to be able to retarget the animations later):
- a) in the right-side tool panel, in the tab Preview Scene Settings, under Mesh/Preview Mesh (Skeleton), click Apply To Asset.
- b) in the right-side tool panel, in the tab Preview Scene Settings, under Animation/Animation, select the bip_*_Anim animation (A-pose).
- c) in the left-side tool panel, in the tab Retarget Manager, under Manage Retarget Base Pose, click Modify Pose, then Use Current Pose.
- d) in the left-side tool panel, in the tab Retarget Manager, under Manage Retarget Source, click Add New Retarget Source and pick the skeleton asset.
- e) in the left-side tool panel, in the tab Retarget Manager, under Set up Rig, go to Select Rig and pick Select Humanoid Rig.
- f) save the Skeleton asset as prompted (large floppy-disk icon in the upper-left corner); also save the Mesh, Animation and Physics assets (although that's optional at this point).
- find and open the UE4_Mannequin_Skeleton asset; in the left-side tool panel, in the tab Retarget Manager, under Set up Rig, go to Select Rig and pick Select Humanoid Rig; save as prompted.
- make some folders for the animations, for example Content/OniTRAM/bip_comguy_anims , Content/OniTRAM/bip_konoko_anims and Content/OniTRAM/bip_striker_anims
- make subfolders for the extra "LocoLoops" animations (pairs of single-step animations stitched together for convenience): Content/OniTRAM/bip_comguy_anims/LocoLoops , etc
- drag-and-drop the animations for each mannequin into the corresponding folder/subfolder; in the FBX Import Options dialog, set Mesh/Skeleton to the correct Skeleton and then click Import (or Import All if you're drag-and-dropping several animations at once).
- save the imported animations (although that's optional at this point).
- right click any animation (or select several animations and right-click any of them), then under Animation Sequence Actions pick Retarget Anim Assets/Duplicate Anim Assets and Retarget
- a) if you did all of the above, then in the Select Skeleton dialog, you should be able to pick UE_Mannequin_Skeleton, and then both the [Source] and [Target] characters should be visible and A-posed.
- b) bottom-right, under [Target]/Folder/Change..., select an appropriate destination folder where the retargeted copies of the animations should be placed (create new folders/subfolders as needed).
- c) bottom-left, click the Retarget button.
- d) save the retargeted animations (optional).
- After all the above steps, the retargeted animations should become available for the UE4 Mannequin or any other characters using UE_Mannequin_Skeleton. If not, feel free to ask.