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get metahumans working #11

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AchimTuran opened this issue Jul 18, 2022 · 7 comments
Open

get metahumans working #11

AchimTuran opened this issue Jul 18, 2022 · 7 comments
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@AchimTuran
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AchimTuran commented Jul 18, 2022

Within this issue I will try to get a MetaHuman working for ALS with the help of TTToolbox v0.4. I will not create a detailed step by step guide here, only create some notes for myself. I'm planning to create a proper video for it soon.

We can tweak the hand locations slightly with offsets
grafik
grafik

And with a custom pose (scaled the preview a little bit to match the rotations better)
grafik

@AchimTuran AchimTuran added the documentation Improvements or additions to documentation label Jul 18, 2022
@AchimTuran AchimTuran self-assigned this Jul 18, 2022
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AchimTuran commented Jul 18, 2022

  1. Introduce unweighted bones
    make sure to set the correct preview mesh in the skeleton asset
    grafik
    add unweighted bones to the skeleton asset (otherwise the preview mesh might not have enabled ik bones)
    grafik

NOTE!
Check that the output log does not show any error messages (scripts will force the recompression of all anim sequences to constraint virtual bones)
grafik

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  1. Introduce sockets
    grafik

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  1. Introduce virtual bones
    grafik

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So we should see the sockets and virtual bones (hand vbs are not shown in the screenshot) after closing and reopening the skeleton asset of the MetaHuman
grafik

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AchimTuran commented Jul 18, 2022

  1. ik rig creation
    It seems to be that the easiest way is to duplicate the existing ik rig from the metahuman
    grafik

Then we delete the *Metacarpal (otherwise we will see very weird finger distortions) bone chains.
grafik

Again we set our correct preview meshm which makes it easier to see if everything works as expected.
grafik

If some ik bone chains exist we delete them as well. We will use the constraint solver from TTToolbox to retarget them properly.
grafik

Constraint bone chains are added to the solver settings.
grafik

((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 ik_foot_l_Offset"),(ConstraintBone="ik_foot_r",ModifiedBone="VB ik_foot_r_Offset"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB RHS_ik_hand_gun"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB LHS_ik_hand_gun"),(ConstraintBone="Hand_L",ModifiedBone="VB RHS_ik_hand_l"),(ConstraintBone="hand_r",ModifiedBone="VB LHS_ik_hand_r"),(ConstraintBone="calf_l",ModifiedBone="VB ik_knee_target_l"),(ConstraintBone="calf_r",ModifiedBone="VB ik_knee_target_r"),(ConstraintBone="root",ModifiedBone="VB Curves"),(ConstraintBone="ik_foot_l",ModifiedBone="VB foot_target_l"),(ConstraintBone="ik_foot_r",ModifiedBone="VB foot_target_r"))

Then we should see white bone names, which shows us that the solver is correctly setup.
grafik

In case the ik bones do not follow the ik goal. Reopen the ik rig.
grafik

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AchimTuran commented Jul 18, 2022

  1. Skeleton Retargeting Options
    https://docs.metahuman.unrealengine.com/en-US/MetahumansUnrealEngine/MetaHumanRetargetAnimations/
    Everything set to skeleton and unweighted bones + root + pelivs to animation
    grafik

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AchimTuran commented Jul 18, 2022

  1. ik retargeter setup
    Duplicate the RTG_UE4Manny_UE5Manny and set the IK_metahuman_legacy and the preview mesh.
    grafik
    grafik

Introduce a custom pose (scaled the preview a little bit to match the rotations better)
grafik
grafik

We can tweak the hand locations slightly with offsets
grafik
grafik

To use root motion we need to set Globally Scaled on the root bone
grafik

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