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
- 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 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 |
- Create new IKRig, set Preview Mesh to the Kran torso
- 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)
- Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
- Create a new IKRetargeter
- Set source ALS IKRig, and target Kran IK Rig
- 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 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.