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ue5-mixamo:advanced-locomotion-system

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ue5-mixamo:advanced-locomotion-system [2022/07/18 18:52]
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 //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.
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 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.\\
-{{:ue5-mixamo:als-anim-blueprint-creation.png?400|}}+{{ :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.\\ 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?400 |}}+{{ :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. 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). +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?400 |}} +{{ :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.png?400 |}}+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. Now you can hide the ALS mannequin by selecting the Mesh component and uncheck the //Visible// option in the Rendering settings.
  
ue5-mixamo/advanced-locomotion-system.1658163153.txt.gz · Last modified: 2022/07/18 18:52 by Staff