tuatec / TTToolbox

TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine
MIT License
107 stars 29 forks source link

Retarget ALS-Refactored #20

Closed PaulNguyen88 closed 2 years ago

PaulNguyen88 commented 2 years ago

I tried to retarget skelenton from als-refactored to paragon or other characterf ollow the instruction from your tuttorial. https://www.youtube.com/watch?v=DEpwDjWY2wI&list=PLslFX7TZAr89enRHIfJwUJJ_hJV8wX_8v&index=5 For other plugins like als-community or als original everything works great. But since the developer als-refactored has customized the virtual bone in the original, I have a hard time creating the constraint bone. I dumbed ske's virtual bone in the als-refactored build:

((VirtualBoneName="VB foot_root",SourceBoneName="root",TargetBoneName="root"),(VirtualBoneName="VB foot_l",SourceBoneName="VB foot_root",TargetBoneName="foot_l"),(VirtualBoneName="VB foot_r",SourceBoneName="VB foot_root",TargetBoneName="foot_r"),(VirtualBoneName="VB hand_l_to_hand_r",SourceBoneName="hand_l",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r",SourceBoneName="VB hand_l_to_hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l_to_ik_hand_gun",SourceBoneName="hand_l",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_r",SourceBoneName="VB hand_l_to_ik_hand_gun",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r_to_hand_r",SourceBoneName="hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l",SourceBoneName="VB hand_r_to_hand_r",TargetBoneName="hand_l"),(VirtualBoneName="VB hand_r_to_ik_hand_gun",SourceBoneName="hand_r",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_l",SourceBoneName="VB hand_r_to_ik_hand_gun",TargetBoneName="hand_l"))

And here is the constraintbone that I created: ((ConstraintBone="root",ModifiedBone="ik_foot_root"),(ConstraintBone="foot_l",ModifiedBone="ik_foot_l"),(ConstraintBone="foot_r",ModifiedBone="ik_foot_r"),(ConstraintBone="root",ModifiedBone="ik_hand_root"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_gun"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_r"),(ConstraintBone="hand_l",ModifiedBone="ik_hand_l"),(ConstraintBone="ik_foot_l",ModifiedBone="VB foot_l"),(ConstraintBone="ik_foot_r",ModifiedBone="VB foot_r"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB hand_r_to_ik_hand_gun"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB hand_l_to_ik_hand_gun"),(ConstraintBone="hand_r",ModifiedBone="VB ik_hand_r"),(ConstraintBone="hand_l",ModifiedBone="VB ik_hand_l"),(ConstraintBone="ik_foot_root",ModifiedBone="VB foot_root"),(ConstraintBone="foot_l",ModifiedBone="VB foot_l"),(ConstraintBone="foot_r",ModifiedBone="VB foot_r"),(ConstraintBone="ik_hand_l",ModifiedBone="VB ik_hand_l"),(ConstraintBone="hand_r",ModifiedBone="VB ik_hand_r"))

The result is :(( : image

AchimTuran commented 2 years ago

What is the name of white bone that is facing upwards?

AchimTuran commented 2 years ago

Another way to get the VBs working would be to use the force recompressing feature of TTToolbox. Did you try this already?

PaulNguyen88 commented 2 years ago

What is the name of white bone that is facing upwards?

I'm not sure if it is, before I tried to add the bone constraints it was VB ik_hand_r , but now it's VB hand_l_to_ik_hand_gun = (VirtualBoneName="VB hand_l_to_ik_hand_gun",SourceBoneName="hand_l",TargetBoneName="ik_hand_gun").

Nother way to get the VBs working would be to use the force recompressing feature of TTToolbox. Did you try this already?

Can you guide me more clearly? I do not really understand that.

PaulNguyen88 commented 2 years ago

@AchimTuran You can download the project here: Is more clearly for understand. My IK_Rig is on the Folder GameContent->CharacterAssets->ALS or Gknight -> Rigs https://drive.google.com/file/d/1jeZhMcq3nxh2ljzmWbJtt2o8R7MqN4lR/

AchimTuran commented 2 years ago

@PaulNguyen88 Thx for uploading the project will have a look at it during this evening and will get back to you once I know what is wrong. 😉

AchimTuran commented 2 years ago

Can you guide me more clearly? I do not really understand that.

You can do a right click on the skeleton asset and let the editor run this script. Of course it only works for already stored anim sequences which are connected to the skeleton asset. I will soon add a new feature where you can run this script on individual anim sequences. image

As this feature is not tested a lot across the community, please make a backup of your project in case something breaks. 😉

AchimTuran commented 2 years ago

Okay the hierarchy seems not to be supported by the solver currently. It might be a loop. Further analysis will be done in #21 if I find the time. This was the reason why I closed this one.

AchimTuran commented 1 year ago

I added a correct constraint for ALS Refactored data table row during the merge of #28. Will be available in v0.5 after #29 is merged back to master.

They are present here as well, https://github.com/Sixze/ALS-Refactored/discussions/15#discussioncomment-4382144.

PaulNguyen88 commented 1 year ago

Thanks you bro, I checked your new config for constraint bone, and look quite good in IK_Rigs. But unfortunately, the retarget results still failed. ALS refactored used control rig, I dont know what is wrong but the ik_hand bone still not mesh up to the Virtual Bone then make character's Hand not moving. It look weird and so funny.. Once again, thank you very much for your contribution to the community :D image

image