ALS for UE5.4: Difference between revisions

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Created page with "=== '''Test new ALS in separate project''' === # Create new 3rd person project with C++ # Download ALS Community plugin, copy under /Plugins (make dir if not present) # Generate Project files, recompile, and test ALS. === Add PlaneShift character to ALS project === # Import Kran character torso (for skeleton) # Import Kran modules using torso skeleton # Create a new PreviewMeshCollection with other kran pieces # Added the Virtual Bones on the kran skeleton as per tabl..."
 
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# Create new IKRig, set Preview Mesh to the Kran torso
# <li value="5"> Create new IKRig, set Preview Mesh to the Kran torso </li>
# Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
#Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
# Create new IKRig, set Preview Mesh to the AnimMan mesh (ALS)
#Create new IKRig, set Preview Mesh to the AnimMan mesh (ALS)
# Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
#Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
# Create a new IKRetargeter
#Create a new IKRetargeter
# Set source ALS IKRig, and target Kran IK Rig
#Set source ALS IKRig, and target Kran IK Rig
# Select ALS_AnimBP , and click on "Retarget Animations"
#Select ALS_AnimBP , and click on "Retarget Animations"
# Select AnimMan as source, and Kran_torso as target, select RTG_ALS_to_Kran as retargeter
#Select AnimMan as source, and Kran_torso as target, select RTG_ALS_to_Kran as retargeter
# Select all assets and click on "Export Animations", this will create all blendspaces and animations referenced by it
#Select all assets and click on "Export Animations", this will create all blendspaces and animations referenced by it
#
#WARNING: seems that the retargeter is not copying over this setting: Animation Sequence -> Asset Details -> Additive Settings -> Additive anim type: Local Space, Selected animation frame, ALS_N_Pose, 0. This causes the preview of the model in the anim BP to look all warped, like bones scaled up wrongly.

Revision as of 23:56, 1 December 2024

Test new ALS in separate project

  1. Create new 3rd person project with C++
  2. Download ALS Community plugin, copy under /Plugins (make dir if not present)
  3. Generate Project files, recompile, and test ALS.

Add PlaneShift character to ALS project

  1. Import Kran character torso (for skeleton)
  2. Import Kran modules using torso skeleton
  3. Create a new PreviewMeshCollection with other kran pieces
  4. Added the Virtual Bones on the kran skeleton as per table below
Source Target VB Name
hand_l ik_hand_gun VB LHS_ik_hand_gun
LHS_ik_hand_gun ik_hand_r VB LHS_ik_hand_r
hand_r ik_hand_gun VB RHS_ik_hand_gun
RHS_ik_hand_gun ik_hand_l VB RHS_ik_hand_l
ik_foot_l foot_l VB ik_foot_l_Offset
ik_foot_l calf_l VB ik_knee_target_l
ik_foot_r foot_r VB ik_foot_r_Offset
ik_foot_r calf_r VB ik_knee_target_r
ik_foot_root foot_l VB foot_target_l
ik_foot_root foot_r VB foot_target_r
root root VB Curves
  1. Create new IKRig, set Preview Mesh to the Kran torso
  2. Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
  3. Create new IKRig, set Preview Mesh to the AnimMan mesh (ALS)
  4. Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
  5. Create a new IKRetargeter
  6. Set source ALS IKRig, and target Kran IK Rig
  7. Select ALS_AnimBP , and click on "Retarget Animations"
  8. Select AnimMan as source, and Kran_torso as target, select RTG_ALS_to_Kran as retargeter
  9. Select all assets and click on "Export Animations", this will create all blendspaces and animations referenced by it
  10. WARNING: seems that the retargeter is not copying over this setting: Animation Sequence -> Asset Details -> Additive Settings -> Additive anim type: Local Space, Selected animation frame, ALS_N_Pose, 0. This causes the preview of the model in the anim BP to look all warped, like bones scaled up wrongly.