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
评论(0)