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ue5-mixamo:advanced-locomotion-system [2022/07/18 18:46] Staff [Using Mixamo characters with ALS] |
ue5-mixamo:advanced-locomotion-system [2022/07/29 11:25] (current) Staff |
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Simply pick the // | Simply pick the // | ||
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See our [[https:// | See our [[https:// | ||
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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. | 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.// | + | 1. Create a new Animation Blueprint and select the retargeted Mixamo skeleton as the target.\\ |
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- | 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. | + | 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.\\ |
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3. Create a duplicate of the ALS blueprint // | 3. Create a duplicate of the ALS blueprint // | ||
- | Then open the new blueprint and add a new Skeletal Mesh as a child of the existing Skeletal Mesh component (called Mesh). | + | Then open the new blueprint and add a new Skeletal Mesh as a child of the existing Skeletal Mesh component (called Mesh).\\ |
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- | Setup the new Skeletal Mesh component with your Mixamo character mesh and select the Animation Blueprint created in step 2. | + | |
- | {{ : | + | Setup the new Skeletal Mesh component with your Mixamo character mesh and select the Animation Blueprint created in step 2.\\ |
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Now you can hide the ALS mannequin by selecting the Mesh component and uncheck the //Visible// option in the Rendering settings. | Now you can hide the ALS mannequin by selecting the Mesh component and uncheck the //Visible// option in the Rendering settings. | ||