找回密码
 立即注册
搜索

[代码插件] Animation Retarget Toolkit 虚幻4.27

[复制链接]
98 |0
发表于 2024-3-27 15:02:03 | 显示全部楼层 |阅读模式
支持的引擎版本4.27













I found these problems with retargeting animation,

the rig asset in UE is not changeable, you can just use a humanoid structure, to retarget all other kinds of the skeleton structure,
there is no ghost pose option, you always have to open two skeleton side by side and guess where the other bones should be
assigning of the bones in the rig config should be performed on both source and target skeleton
the retargeting process is too scattered, and confusing (you can find lots of youtube video which are trying to describe the retargeting process)
modify pose is not intuitive
there is this Duplicate and retarget animation window which is not good enough and there is no reason to make it separated(I think),
there might be some others which I can't remember
I tried to solve them one by one

the rig config asset is editable you can make it from the source skeleton
no need to set rig config for source skeleton, the tool is creating the rig config from the source skeleton and set it automatically
with the ghost pose option no need to guess the pose you are seeing it
modify pose is more clear by the toolbar menus
all retarget process is in one single window, no need to go here and there
easy bone mapping by just clicking on bone visuals


我发现重定向动画存在这些问题,

UE中的rig资产是不可更改的,你可以使用人形结构来重新定位所有其他类型的骨架结构,
没有鬼姿势选项,你总是必须打开两个骨骼并排,猜测其他骨骼应该在哪里
在rig配置中分配骨骼应该同时在源和目标骨骼上执行
重定向过程过于分散,令人困惑(你可以在YouTube上找到许多试图描述重定向过程的视频)。
修改姿势不直观
有这个复制和重新定位动画窗口,这是不够好的,没有理由让它分开(我认为),
可能还有其他一些我不记得了
我试着一个一个地解决它们

rig配置资源是可编辑的,你可以从源框架中创建它
不需要为源框架设置钻机配置,该工具会从源框架创建钻机配置并自动设置
有了鬼姿势选项,就不需要猜测你看到的姿势了
通过工具栏菜单可以更清楚地修改姿态
所有的重定向过程都在一个窗口中,不需要去这里和那里
简单的骨骼映射,只需点击骨骼视觉效果




回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

快速回复 返回顶部 返回列表