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ue5-mixamo:advanced-locomotion-system [2022/07/18 18:30]
Staff
ue5-mixamo:advanced-locomotion-system [2022/07/29 11:25] (current)
Staff
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 Simply pick the //ALS_Mannequin_Skeleton// asset when selecting the retarget source. Simply pick the //ALS_Mannequin_Skeleton// asset when selecting the retarget source.
-{{:ue5-mixamo:als-retarget.png?400|}}+{{ :ue5-mixamo:als-retarget.png |Retargeting to the ALS Mannequin}}
  
 See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process. See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process.
 +
 +===== Using Mixamo characters with ALS =====
 +The simplest method to use a Mixamo character with ALS, is to use live retargeting to copy the pose from the ALS mannequin to the Mixamo skeleton.
 +
 +1. Create a new Animation Blueprint and select the retargeted Mixamo skeleton as the target.\\
 +{{ :ue5-mixamo:als-anim-blueprint-creation.png | Creating a new Animation Blueprint for the retargeted Mixamo character}}
 +
 +2. In the blueprint AnimGraph, add a //Retarget Pose From Mesh// node, and in the node settings enable the //Use Attached Parent// option and select the ALS to Mixamo IK Retargeter asset generated by the plugin.\\
 +{{ :ue5-mixamo:als-anim-blueprint-setup.png | Setting up a Retarget Pose node in the Animation Blueprint graph}}
 +
 +3. Create a duplicate of the ALS blueprint //AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_AnimMan_CharacterBP// to use for Mixamo.
 +
 +Then open the new blueprint and add a new Skeletal Mesh as a child of the existing Skeletal Mesh component (called Mesh).\\
 +{{ :ue5-mixamo:als-blueprint-mesh.png |Adding a new Skeletal Mesh to the ALS character blueprint}}
 +
 +Setup the new Skeletal Mesh component with your Mixamo character mesh and select the Animation Blueprint created in step 2.\\
 +{{ :ue5-mixamo:als-blueprint-mesh-setup.jpg |Setting up the Skeletal Mesh component}}
 +
 +Now you can hide the ALS mannequin by selecting the Mesh component and uncheck the //Visible// option in the Rendering settings.
 +
 +4. For testing, open the //ALS_DemoLevel//, delete the //ALS_AnimMan_CharacterBP// and replace it with the new blueprint. Then in the settings set the //Auto Possess Player// option to Player 0.
 +
 +You should now be able to move around your Mixamo character with the ALS system.
ue5-mixamo/advanced-locomotion-system.1658161816.txt.gz ยท Last modified: 2022/07/18 18:30 by Staff