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ue5-mixamo:advanced-locomotion-system

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ue5-mixamo:advanced-locomotion-system [2022/07/20 13:57]
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|}}+{{ :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.\\ 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|}}+{{ :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.1658318257.txt.gz ยท Last modified: 2022/07/20 13:57 by Staff