Talk:Restless Souls/Wishlist: Difference between revisions

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(Convert ONCC to UE4 Model Workflow (WIP))
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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
[[File:ONCC_imported_UE4.png|400px|thumb|left]]

Revision as of 00:07, 28 December 2017

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) 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.

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

ONCC imported UE4.png