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Crashes after retargeting are a common problem. First try to retarget without virtual bones, then restart Unreal, and only then add them. |
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Okay, on the weekend I will try to retarget MetaНuman myself and write more detailed instructions if it works out, but can you please take all these skeletons from the MetaНumans sample project, add IK bones, and give them to me? |
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Curious as to why you have to remove Virtual Bones on the ALS source Skeleton now, considering it worked before?
The only downside is, it only copies Curves from AnimSequences, so the unused Curves for e.g. FootIk and Slots have to be added via a modifier or manually. At least I couldn't find a function to copy Curves from or add to AnimationBlueprints. Not really ALS-related, but plagues me since the dawn of time: Am I missing something, or is there no way around adjusting Sockets to fix the HeldObject Locations on retargeted Meshes? |
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After spending some time experimenting with retargeting, I ended up with the following: SkeletonAll skeletons must have the following IK bones:
IK bones in the new skeleton should have the same tranform as the bones to which they belong, just like in the Foot IKFoot IK without IK bonesThe following virtual bones are required:
In In practice, this option works quite well, even though blending profiles and retargeting options are not available for virtual bones. Foot IK with IK bonesNo need for additional virtual bones. In After the retargeting has been done, you need to manually edit ALL of the new animations so that the foot IK bones have the same transform as the bones they belong to, otherwise, the movement animations may look very bad with foot IK enabled. The advantage of this approach is that the individual foot IK bones allow you to customize blend profiles for them, and access to the retargeting options allows you to fine-tune the runtime retargeting so that different characters correctly place their feet on the ground, taking into account their body proportions. Hand IKAfter retargeting, the hands are likely to be incorrectly positioned relative to the hand IK bones and the character will not be able to hold the weapons correctly, so in any case, it is necessary do the following:
It is also a good idea to edit other animations so that the hand IK bones have the same transform as the bones they belong to. Hand IK without IK bonesThe following virtual bones are required:
Also in This option also works well, but only if the animations are made with the assumption that objects will be attached to sockets. Standard overlay animations from ALS follow this rule, with the exception of the M4 animations. Hand IK with IK bonesThe following virtual bones are required:
Also in This is the preferred option because after retargeting, you still have to manually edit the resulting animations taking into account the tranform of the original hand IK bones. Also, a separate gun bone, unlike sockets, can be animated, which can be very convenient in some cases, for example, if a character needs to move a weapon from his right hand to left. |
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Yes super sad but the bone constraining does not work anymore after retargeting the animations. The solution I'm currently using is here, https://youtu.be/8HsJBHDuCU8. Soon I will cover how we can implement a custom solver for UE5 IK retargeting to make the process of migration animations more stream lined. In case you guys want to tinker with the approach you can do so within https://github.com/tuatec/TTToolbox/releases. ;-) |
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@PaulNguyen88 |
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Greetings ^_^, I'm just wanting to know is your version compatible with metahuman? reason im asking is due to your skeleton being different from the blueprint and dyanikoglu/ALS-Community versions as they use the same skeleton setup. Ive been trying to get it to work with yours but every time i add the appropriate VB's and sockets and do the re-targeting it crashes the engine.
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