Features:

  • 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

Code Modules:

  • Persona,
  • EditorWidgets
  • EditorStyle
  • CommonMenuExtensions
  • SkeletonEditor
  • PinnedCommandList
  • AnimGraph
  • AdvancedPreviewScene

Number of Blueprints: 0

Number of C++ Classes: 11

Network Replicated: No

Supported Development Platforms: Win64, Win32, Mac, IOS, Android, PS4, XboxOne, Switch

Supported Target Build Platforms: Win64, Win32, Mac, IOS, Android, PS4, XboxOne, Switch

Documentation: https://www.youtube.com/watch?v=nZep9-vniGQ

特征:

  • rig配置资源是可编辑的,您可以从源骨架进行编辑
  • 不需要为源骨架设置rig配置,该工具正在从源骨架创建rig配置并自动设置它
  • 使用幽灵姿势选项,不需要猜测你看到的姿势
  • 修改姿势通过工具栏菜单更加清晰
  • 所有的重定位过程都在一个窗口中,不需要到处去
  • 简单的骨骼映射只需点击骨骼视觉效果

代码模块:

  • 人物角色,
  • EditorWidgets
  • 编辑风格
  • 常见的,常见的
  • 骷髅头,骷髅头
  • 羽状命令列表
  • 动物图
  • [医]先进的观点

蓝图数目:0

C++类数:11

网络复制:没有

支持的开发平台:Win64,Win32,Mac,IOS,Android,PS4,XboxOne,Switch

支持的目标构建平台:Win64,Win32,Mac,IOS,Android,PS4,XboxOne,Switch

文件:https://www.youtube.com/watch?v=nZep9-vniGQ










Marketplace Questions and reviews here:

https://orbital-market.com/product/animation-retarget-toolkit

please follow this video:

https://www.youtube.com/watch?v=nZep9-vniGQ

 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

市场问题和评论这里:

https://orbital-market.com/product/animation-retarget-toolkit

请关注此视频:

https://www.youtube.com/watch?v=nZep9-vniGQ

 我发现重定向动画的这些问题,

  • UE中的rig资源是不可更改的,您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ghost pose选项,你总是必须并排打开两个骨架,并猜测其他骨骼应该在哪里

  • 应该在源骨架和目标骨架上执行绑定配置中的骨骼分配

  • 重定向过程过于分散,并且令人困惑(您可以找到许多试图描述重定向过程的youtube视频)

  • 修改姿势不直观

  • 有这个重复和重定位动画窗口不够好,没有理由让它分开(我认为),

  • 可能还有其他一些我不记得了

我试图逐一解决它们

  • rig配置资源是可编辑的,您可以从源骨架进行编辑

  • 不需要为源骨架设置rig配置,该工具正在从源骨架创建rig配置并自动设置它

  • 使用幽灵姿势选项,不需要猜测你看到的姿势

  • 修改姿势通过工具栏菜单更加清晰

  • 所有的重定位过程都在一个窗口中,不需要到处去

  • 简单的骨骼映射只需点击骨骼视觉效果

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