Open DatanIMU opened 6 days ago
You may not need to rewrite code just for changing the body size, as the animation is driven by bone rotations rather than sizes per se, and the main thing that needs to change for scale is the root motion, which can be scaled with a field in the PoseAILiveLinkRetargetRotations (inherits from ULiveLinkRetargetAsset and is used as a substitute in the LiveLink Pose node in the animation graph).
If you do want to add your own Rig to handle specific skeletons, then I would suggest:
if you needed to actually customize the rotations further, probably best place is in a custom PoseALLiveLinkRetargetRotations.cpp where you could check for the bone index and apply custom transforms appropriately.
We know metahuman have several skeletion. How to re-write PoseAIRigMetaHuman::Configure(), if I change body size of metahuman.